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  Almost 1 year without updates in JOGL!  (Read 2392 times)
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Offline eddiebro3

Senior Newbie





« Posted 2009-04-23 03:01:53 »

I'm a user of JOGL and i like this project. Unfortunately for the comunity of JOGL this project will do one year without any updates in code. Any one know when will come new updates or if this API will die like JMF(Java Media Framewwork)?
Offline Z-Knight

Senior Devvie


Medals: 2



« Reply #1 - Posted 2009-04-23 16:06:55 »

sigh...I hope JOGL doesn't die like JMF - that was a good api too until the demise.
Offline rexguo

Junior Devvie




Real-Time Java


« Reply #2 - Posted 2009-05-07 15:00:01 »

sigh...I hope JOGL doesn't die like JMF - that was a good api too until the demise.

I met Ken Russell (and some of the JavaFX team) at GDC09. All I can
say is they are busy with JavaFX.

With that said, I do hope that JOGL will continue in the near future.

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Offline gouessej
« Reply #3 - Posted 2009-05-07 15:19:09 »

I met Ken Russell (and some of the JavaFX team) at GDC09. All I can
say is they are busy with JavaFX.

With that said, I do hope that JOGL will continue in the near future.
JavaFX relies both on JMC and JOGL. Therefore, Kenneth and his collegue cannot abandon JOGL Wink

Julien Gouesse | Personal blog | Website | Jogamp
Offline Riven
Administrator

« JGO Overlord »


Medals: 1313
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Hand over your head.


« Reply #4 - Posted 2009-05-07 15:23:11 »

Unfortunately, they can freeze JOGL, if it already fits the needs of JavaFX.

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Offline zammbi

JGO Coder


Medals: 4



« Reply #5 - Posted 2009-05-07 15:27:35 »

Then we ask for JavaFx features/optimisations that will need to make them update JOGL  Tongue

Current project - Rename and Sort
Offline Riven
Administrator

« JGO Overlord »


Medals: 1313
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #6 - Posted 2009-05-07 15:36:52 »

There is not much to optimize in a OpenGL binding.

And they certainly won't need OpenGL 3.0 or 3.1 for JavaFX soon, as a tiny percentage of hardware supports it.

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Offline gouessej
« Reply #7 - Posted 2009-05-07 19:35:56 »

Unfortunately, they can freeze JOGL, if it already fits the needs of JavaFX.
As far as I know, JOGL 2 already contains a renderer written for JavaFX. JOGL 1.1 does not fit its need. However, maybe you're right, maybe they don't need OpenGL 3 features for JavaFX.

Julien Gouesse | Personal blog | Website | Jogamp
Offline turquoise3232

Junior Devvie




Java (games) rock!


« Reply #8 - Posted 2009-05-20 21:07:38 »

JavaFX relies both on JMC and JOGL. Therefore, Kenneth and his collegue cannot abandon JOGL Wink

But they should abandon JavaFX, fix the bug in the Swing implementation, learn that it's to late for JavaFX and work on JOGL
Offline sgoethel

Junior Devvie




keep the source alive


« Reply #9 - Posted 2009-05-31 06:18:39 »

Don't worry .. it's very much alive.
And as you can see in the JOGL2 branch,
all profiles are supported, desktop(GL2, GL3) & mobile (ES1, ES2).

The true culprit hindering you from writing true performant mobile/desktop
applications is Swing/AWT itself, hence the new nativewindow and newt package.

We strongly believe, JOGL is just an OpenGL wrapper, where nativewindow/newt
gives you a very simple native windowing system access.

On top of it, please use your scenegraph of choice (Ardor3d maybe).
That should take care of all your UI needs .. of course.
Yes, you can create buttons in a scenegraph Smiley

When it comes to multimedia, well JavaFX has a stack ..
JOGL has an experimental OpenMAX wrapper, currently only tested on
the NVidia APX 2500 platform.
OpenCL will come .. somehow.

JogAmp [ GlueGen, JOAL, JOGL, JOCL, ..]
http://www.jogamp.org
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