lwjgl3-awt | AWT support for LWJGL3 | REST library
kandi X-RAY | lwjgl3-awt Summary
kandi X-RAY | lwjgl3-awt Summary
OpenGL and Vulkan support for AWT with LWJGL 3.
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Top functions reviewed by kandi - BETA
- Creates the drawing surface
- Creates the NSOpenGL view
- Flush any active transaction
- Initialize the NSOpenGLView with the given frameFormat
- Creates a surface to draw on a canvas
- Create a win32 surface
- Create the metal layer
- Creates the metal view
- Start the downloader
- Downloads a file from a URL
- Render the rendering
- Creates the OpenGL context
- Checks if a given queue family index is supported
- Release the drawing surface
- This method removes context from the super view
- Remove the notification
- Creates a platform canvas
- Draw the canvas
- Moves the current drawing surface to the specified context
- Returns the name of the required surface extension
lwjgl3-awt Key Features
lwjgl3-awt Examples and Code Snippets
JFrame frame = new JFrame("AWT test");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setLayout(new BorderLayout());
GLData data = new GLData();
data.majorVersion = 3;
data.minorVersion = 3;
data.profile = GLData.Profile.CORE;
data.sa
JFrame frame = new JFrame("AWT test");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setLayout(new BorderLayout());
VkInstance instance = ...; // <- Vulkan instance created somewhere else
VKData data = new VKData();
data.instance
gcc -dynamiclib lwjgl3awt/*.m -o native/macosx/liblwjgl3awt.dylib -framework CoreFoundation -framework AppKit -framework MetalKit -framework Metal
Community Discussions
Trending Discussions on lwjgl3-awt
QUESTION
I am currently developing 3d viewer with OpenGL (LWJGL) for an embedded system. Without going into much detail, there is an application written on Java/Swing that currently has fully implemented UI and logic on Java+Swing. But it was decided that instead of 2d top-down picture it'd be cool to have 3d view as well, and that's where I come in.
I will say that I have to use GLES 3.0 or Opengl 2.1, and I prefer GLES because it has more features compared to 2.1 I also have a standalone application implemented with GLFW windowing system (a default for LWJGL) that runs fine on the device - it doesn't lag and gives decent FPS. Again, when running in a GLFW window.
But now I need to attach it to JFrame preferably, and that's where my problems start. Basically, what I need is to have my 3D view render as a background, and then have Swing buttons/panels and additional windows (for example with options menu) display on top of it.
I've implemented a basic algorhythm of simply reading the FrameBuffer and drawing it on a canvas as a raster image. But that's SLOW. I get like 10 FPS with that.
...ANSWER
Answered 2019-Dec-06 at 05:38I will post an answer myself. It works well both on Linux desktop and on the embedded system, with good performance so far as I can see.
The idea is taking an EGL context and GLES, and setting AWT canvas surface as a direct target for the context. You don't need to read buffer and then paint it on the canvas. Below is my Window class initialization.
QUESTION
Following simple SBT fails to import org.lwjglx
/ lwjgl3-awt
:
ANSWER
Answered 2019-Jun-26 at 14:50Following workaround allows to proceed by specifying the necessary dependencies manually:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install lwjgl3-awt
You can use lwjgl3-awt like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the lwjgl3-awt component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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