"Java is possibly the most popular true object-oriented programming language. There have been many attempts to marry OpenGL with Java, but the first one that made everyone stand up and take notice was Java Bindings for OpenGL, or JOGL. The reason for this is that this effort is supported by Sun Microsystems (the creators of Java) and SGI (the creators of OpenGL)."
"This article introduces the concepts in JOGL, the Java bindings to OpenGL, that are applicable to 2D gaming. We start with the handling of coordinate spaces and how they're scaled from the OpenGL world to the screen. Then we integrated JOGL's built-in Animator class to provide motion to our objects. Finally, we introduce three critical affine transformations that allow us to draw individual objects at arbitrary locations, sizes, and rotations."
"JOGL, hosted on java.net and supported by Sun's gaming group, provides a Java wrapper to the popular and widely supported OpenGL graphics API. In other words, it allows Java applications to make calls to graphics hardware in much the same way that native code would. And with all the heavy lifting being done in hardware, it significantly narrows the performance gap between Java and languages like C and C++."
"A reference implementation of the Java/OpenGL binding is hosted on java.net as the JOGL project. This article will get you up and running with JOGL by describing:"
"Ever since the new OpenGL-based Java 2D pipeline became available in J2SE 5.0, developers have been asking the same question: "Which rendering operations are accelerated by OpenGL?"... While I've tried my best to answer these questions clearly, I know that my answers never tell the whole story. There is just no simple way to answer that question with just a few sentences or a "matrix of supported operations" or anything like that. Even my colleagues will tell you that I usually resort to wild handwaving and whiteboard diagramming (that verges on interpretive dance at times) when I try to explain this stuff in the office."