Closed qq1053831109 closed 12 months ago
The above code is my usage method
it hard to hook。opengl Having complex usage requirements。Cannot be limited to simple APIs
For what reason would you need to override the AsyncSharedCanvasImpl logic?
If you need to hook to the init/render methods, you can add a listener. There can be many of them.
Please describe your case so that I can suggest the best solution
The best development option is not to rewrite special cases of the GLCanvas implementation. It may change in future
Mine is just one of them. Most interfaces should be open. For example, when creating a context, I need to create it myself. Because I am docking from libgdx. And asynchrony is only two threads, libgdx and javafx. Each fxnode cannot be a gl thread. You don't need to change it to me. Because everyone uses this in different scenarios. Need to be more open, we need class inheritance override
I can make a separate module with libgdx integration. As far as I understand, this shouldn't be too difficult.
But your approach with overriding seems very wrong to me.
yes. open the api. i have a jme3 game need use this。Need more customization