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  LWJGL3FX - A sneak peek  (Read 20436 times)
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Offline whitewoodcity

Junior Newbie





« Reply #30 - Posted 2018-10-07 23:33:07 »

Last I heard (I can't find a link atm, but it was from JavaFX maintainers), they're considering a native Metal backend on macOS. They'd have to ship with MoltenVK for a Vulkan backend and I don't think they're interested in that. However, unless Apple decides to suddenly kill all OpenGL apps out there, the current OpenGL support on macOS is more than enough for what JavaFX needs. It's not like they'll magically gain performance from Metal, without refactoring the frontend.

On LWJGL3FX, I've had a nightmarish summer and a hellish September at work (worth it though). The little free time I had left went to LWJGL maintenance. I'll report any real progress asap.

In other news, CEF's #1006 was finally merged a few days ago. D3D only for now, but one can hope...

Hi Spasi, you said "I had written a Prism backend (the part of JavaFX that does the actual rendering) using LWJGL 3. "
Would you mind sharing this part of code in Github?
It would be helpful for other people who is interested in expanding prism implementation e.g. me Smiley
Offline Spasi
« Reply #31 - Posted 2018-10-08 08:03:59 »

Would you mind sharing this part of code in Github?

I'm not comfortable with sharing it just yet, because the current implementation is based on JavaFX 8, which is not GPL-licensed like OpenJFX. Once the migration to OpenJFX is done, there will be a public fork under the LWJGL organization.

edit: Just heard of another effort underway, from BestSolution:

Quote
currently doing a PoC to integrate native rendering (OpenGL and D3D) into OpenJFX.

So far our progress is very good and we hope we can share something very soon.
Offline hanslovsky

Junior Newbie





« Reply #32 - Posted 2018-10-12 14:40:40 »

That's great news. We have a visualization tool for 3D data (2D cross sections and mesh rendering) that is written in JavaFX and we think that one of the bottle neck is copying textures onto the Graphics Card in the application thread (as far as we understand) as well as the lack of texture sharing between different image views/3D. This sounds very exciting!
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