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@smith.adriane - your canvas example is really good and is probably the way to go at first. I would rather use an imageview than a canvas but some people will want to use a canvas so they can render the 3d scene and then use canvas to render text and various 2d graphics on top. I guess the thing to test is the performance of the canvas at 60fps to render an HD image to the screen. If it is negligable (<< 16ms) then canvas may be the best way. As a 3d person all I want to start with is the :draw callback. There are two different overall modes for rendering; one for interactive mode when a mouse click means select object or perhaps rotate scene all rendering is done via callbacks from user interaction. The second mode is a playback mode where you are playing animations or whatever and spacebar pauses/plays the scene. The first mode I think it is clear how it works but the second mode I am not so sure really. I am also not sure the performance implications of rendering a writable image to a canvas as opposed to setting it as the image behind an imageview. So a few things to test šŸ™‚.


In case you didn't have enough options, there are also similar examples for which uses lwgl and glfw rather than cljfx.


I also don't know what the performance implications, but I would be interested to hear your results since I do a similar thing to implement offscreen rendering for clj-cef: ā€¢ ā€¢


I saw Skia's implementation but I do want to have a full UI toolkit and for 95% of the application cljfx fits the bill perfectly. When I get enough going I will put that on the list to benchmark and be sure about.

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I think cljfx would simplify distribution as well


ouch. resizable isn't a property and requires derivation to work with.


I have a resizable canvas in Reveal


I think I still needed to wrap it in something like stack-pane for some reason... Here

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