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#Actualwarnexus

Posted 13 November 2013 - 05:59 PM


Assuming you are on a PC and not an Android device (they are also written with Java) look up JOGL, the Java OpenGL interface. Everything you need is under javax.media.opengl.*.

 

So from what I am understanding, it uses the CPU by default for loading image and running the game unless I make it explicitly I want to use hardware acceleration from standard pure Java?

 

I see. Would I be at a disadvantage if I do not have any knowledge on OpenGL? Is that really true?

 

This source says "This allows computer graphics programmers to use the object-oriented tools for Java with hardware-accellerated 2D and 3D graphics while leveraging their existing knowledge of OpenGL."

 

Source: http://www.cs.umd.edu/~meesh/kmconroy/JOGLTutorial/


#2warnexus

Posted 13 November 2013 - 05:59 PM


Assuming you are on a PC and not an Android device (they are also written with Java) look up JOGL, the Java OpenGL interface. Everything you need is under javax.media.opengl.*.

 

So from what I am understanding it uses the CPU by default for loading image and running the game unless I make it explicitly I want to use hardware acceleration from standard pure Java.

 

I see. Would I be at a disadvantage if I do not have any knowledge on OpenGL? Is that really true?

 

This source says "This allows computer graphics programmers to use the object-oriented tools for Java with hardware-accellerated 2D and 3D graphics while leveraging their existing knowledge of OpenGL."

 

Source: http://www.cs.umd.edu/~meesh/kmconroy/JOGLTutorial/


#1warnexus

Posted 13 November 2013 - 05:57 PM


Assuming you are on a PC and not an Android device (they are also written with Java) look up JOGL, the Java OpenGL interface. Everything you need is under javax.media.opengl.*.

 

I see. Would I be at a disadvantage if I do not have any knowledge on OpenGL? Is that really true?

 

This source says "This allows computer graphics programmers to use the object-oriented tools for Java with hardware-accellerated 2D and 3D graphics while leveraging their existing knowledge of OpenGL."

 

Source: http://www.cs.umd.edu/~meesh/kmconroy/JOGLTutorial/


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