2
\$\begingroup\$

I've been following some game tutorials on youtube and developed a custom engine using Java (Graphics2D, BufferStrategy and such).

I have a class "Surface", which represents any 2D object (image, animation, sprite, text, graph, tiled map, height map, etc). All surfaces have some generic properties and a BufferedImage where the current state is drawn, and passed to the renderer when needed.

Everything works fine, but i wanted to try something "better" so now i have a new project using LWJGL 3 and... i'm totally lost. I know OpenGL and Graphics2D are parallel universes, but at this moment i just want to adapt the existing code to the new libraries.

How can i create a target surface for 2D drawing, which can receive pixels from different sources and drawing methods, using modern OpenGL/LWJGL?

\$\endgroup\$

1 Answer 1

1
\$\begingroup\$

Your best bet is to make a class that replicates Javas Graphics class in LWJGL.

For textures you can write your own LWJGL wrapper or use Slick 2D

\$\endgroup\$
1
  • \$\begingroup\$ Thanks, but can you elaborate your answer? \$\endgroup\$
    – Marlon
    Jul 2, 2016 at 21:40

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .