Created attachment 306 [details] screenshot of my demo of the ui graph package Hello, I propose this request for enhancement because I understand that you will work on the graph package before the final JOGL2 release and maybe you plan to work also on the ui part. In my case, I used to think about that during few days and I started a new package on my own based on what you've done in the com.jogamp.opengl.test.junit.graph.demos.ui package. I played a little bit with that, by defining UI classes based on UIShape to try to achieve something that fits my needs. The main issues I had to resolve were about modelview transformations and user interaction with UI elements. I implemented some kind of panel of RIButton and Label, each button+label can be positionned on screen independently and I implemented mouse hover and mouse click behaviors. What I would be pleased to have but it needs more technical work (on the shader part I guess) is more options for the rendering of UI elements: shadow and border options would be welcome :-) I attach a screenshot of my JOGL graph based UI. If you want to have a look at how I implemented RIButton and Panel I can send you my java code package... BTW, about the GPU based rendering of text, it seems that it will work well only for specific kind of needs. For large UI wich needs to scale well on different devices it will be perfect. But for more precise or fine UI with a lot of widgets, the text rendering isn't readable anymore for small size font (under 12 with the Ubuntu font). See on my second screenshot where I compare with a UI that use the AWT based TextRenderer. Thank you for sharing your thought about UI in JOGL with me and thank you for all your great work on JOGL :) I wish you great christmas and new year parties. Sebastien.
Created attachment 307 [details] comparing two kind of UI, one with the GPU based TextRenderer and the other with the AWT based TextRenderer comparing two kind of UI, one with the GPU based TextRenderer and the other with the AWT based TextRenderer