Java 3D has it's own native rendering layer which is at a much
higher level than OpenGL or DirectX.  Going across JNI is a
very expensive operation, so we try to make sure we have a lot
of work to do when we do go through JNI.  Also, by having our
own native rendering layer, we can abstract it above any thing
specific to OpenGL or DirectX.  This let's us use the same
native interface for both low level API's.

Doug Twilleager
Java 3D Team
Sun Microsystems


>MIME-Version: 1.0
>Subject: [JAVA3D] Bindings to low-level API
>To: [EMAIL PROTECTED]
>
>The other day I sent an email wondering how Java3D handles
>hidden surface removal.  I have since realized that it probably
>adopts the HSR algorithm of the low-level API for the specific
>implementation that is selected (e.g. OpenGL and DirectX)--
>
>This all made me wonder what information is out there about
>how the low-level bindings to OpenGL and DirectX work.
>Is there a paper or something that describes what features of
>the low-level API are used?  Or perhaps something of a general
>conceptual overview of this process.
>
>Thanks--
>
>Alex

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