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Messages - zngga

#1
Support / Re: Testing for OpenGL support
March 14, 2012, 09:50:44 PM
Ok, thanks, that was how I was gona do it, but thought I'd ask if there was an actual class and/or method that was designed for this.
#2
Support / Re: Testing for OpenGL support
March 14, 2012, 12:35:11 AM
Well, I meant on computers, not Android... but thanks anyway!
#3
Support / Testing for OpenGL support
March 13, 2012, 11:15:31 PM
Is there a way to test a system for OpenGL, that way you can set software mode if the system doesn't have GL drives installed?
#4
Support / Re: Integrating with AWT / Swing
March 10, 2012, 09:53:01 PM
If I use the AWTGLRender... how does that actually render? Does it render directly to the canvas, or to a bufferStrategy built from the canvas? I will take a look at the javadocs to see for myself, but thought I'd ask anyway. My thought process it to use this render method and simply have another render method to render the gui and debug to a bufferedImage with alpha support and draw it over top of the gl render. What do you think?
#5
Support / Re: Integrating with AWT / Swing
March 09, 2012, 08:34:28 PM
If you use software rendering, is it still hardware accelerated?
#6
Support / Integrating with AWT / Swing
March 09, 2012, 04:29:36 PM
On the features page it implies that you can integrate jPCT with awt/swing... how would you do this. I am looking for a way to have a hardware render in the back with a standard canvas or jpanel in front (for displaying debugging and eventually a simple gui)