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MickLH
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Use OpenGL directly to get a consistent API across graphics devices and platforms.

I've found that SDL has been extremely reliable in providing a consistent interface across varied hardware. SDL exposes control over multisampling also.

EDIT: here's a binding: http://sdljava.sourceforge.net/

You can control vsync with:

SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vsync_enabled); 

And multisampling with::

SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, fsaa_enabled); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa_quality); // try 2 or 4 

This library has a native cross platform implementation, so it fits well with something like a Java game which (in my opinion) should be cross platform but still access low-level features.

Use OpenGL directly to get a consistent API across graphics devices and platforms.

I've found that SDL has been extremely reliable in providing a consistent interface across varied hardware. SDL exposes control over multisampling also.

You can control vsync with:

SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vsync_enabled); 

And multisampling with::

SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, fsaa_enabled); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa_quality); // try 2 or 4 

This library has a native cross platform implementation, so it fits well with something like a Java game which (in my opinion) should be cross platform but still access low-level features.

Use OpenGL directly to get a consistent API across graphics devices and platforms.

I've found that SDL has been extremely reliable in providing a consistent interface across varied hardware. SDL exposes control over multisampling also.

EDIT: here's a binding: http://sdljava.sourceforge.net/

You can control vsync with:

SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vsync_enabled); 

And multisampling with::

SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, fsaa_enabled); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa_quality); // try 2 or 4 

This library has a native cross platform implementation, so it fits well with something like a Java game which (in my opinion) should be cross platform but still access low-level features.

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MickLH
  • 2.8k
  • 20
  • 26

Use OpenGL directly to get a consistent API across graphics devices and platforms.

I've found that SDL has been extremely reliable in providing a consistent interface across varied hardware. SDL exposes control over multisampling also.

You can control vsync with:

SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vsync_enabled); 

And multisampling with::

SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, fsaa_enabled); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa_quality); // try 2 or 4 

This library has a native cross platform implementation, so it fits well with something like a Java game which (in my opinion) should be cross platform but still access low-level features.

Use OpenGL directly to get a consistent API across graphics devices and platforms.

I've found that SDL has been extremely reliable in providing a consistent interface across varied hardware. SDL exposes control over multisampling also.

Use OpenGL directly to get a consistent API across graphics devices and platforms.

I've found that SDL has been extremely reliable in providing a consistent interface across varied hardware. SDL exposes control over multisampling also.

You can control vsync with:

SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vsync_enabled); 

And multisampling with::

SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, fsaa_enabled); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa_quality); // try 2 or 4 

This library has a native cross platform implementation, so it fits well with something like a Java game which (in my opinion) should be cross platform but still access low-level features.

Source Link
MickLH
  • 2.8k
  • 20
  • 26

Use OpenGL directly to get a consistent API across graphics devices and platforms.

I've found that SDL has been extremely reliable in providing a consistent interface across varied hardware. SDL exposes control over multisampling also.