I was surprised to see that they're using Java3D as well as JOGL. I've heard that Java3D was a really nice system but was being terminated/unsupported. But apparently its still popular with a large community, I think because Sun open-sourced the software. It's now a java.net project.
Java3D uses native methods and has been optimized for several graphics cards. The current Mac OS X version apparently uses JOGL instead, and JOGL integration is in the future roadmap. So this may be an untangling of library impedance mismatch. Makes sense, Java3D is an early API and JOGL came after. Some weird and wonderful history: http://weblogs.java.net/blog/alexanderschunk/archive/2006/03/ java3d_jogl_jdx.html .. esp this entry: <quote> Quick history lesson. SGI creates OpenGL and then Inventor. World loves OpenGL. Inventor is loved by people who understand these things. Java comes along. World loves Java. LiquidReality is a VRML browser written in Java. Post acquistion by Microsoft, free agent Alligator Descartes starts a Java binding for OpenGL called Magician. There are a bunch of others (including GL4Java which later becomes JOGL). Alligator and I design the API that gets vetted by the OpenGL ARB. You can blame me for separation of the components, contexts, and listeners. GL4Java more or less adopts the ARB design. Circling the bowl, SGI allies with Microsoft (I can't even remember the name of that failed initiative). Misunderstanding the distinction between a 3D API and a scenegraph API, Sun dawdles on a Java binding (despite the best efforts of Jon Leech and some others). Alligator's interest wanes. With the growing interest in gaming, JOGL finds new life. </quote> ============================================================ FRIAM Applied Complexity Group listserv Meets Fridays 9a-11:30 at cafe at St. John's College lectures, archives, unsubscribe, maps at http://www.friam.org
