I just wanted to add to my previous message that the reason I think this
is so relevant is because of hardware acceleration.

If I can buy a hardware accelerated OpenML card just like an OpenGL
card, I would like for it to actually accelerate my media.  If the Java
API designers don't get involved with those core (read C/C++) APIs early
on, the end user has to wait for several release cycles to get the
benefits, if at all.

Last I checked, this may be wrong now, Java3D sound does not use
hardware acceleration.  But it could, and I have a Aureal card in my
machine right now that wishes it would!

Don't get me wrong, I LOVE using Java.  But one major problem is using
Java on accelerated hardware.  It gets tougher and tougher to justify
Java to my management, when they are willing to spend money on hardware,
but I have to explain that we can use it, but anyone using Visual C++
can!

I now return you to actual Java3D posts! :-)

--
__________________________________________________________

Shawn Kendall               Full Sail Real World Education
Course Director             3300 University BLVD
Real Time 3D for Gaming     Winter Park FL 32792
[EMAIL PROTECTED]       http://www.fullsail.com
__________________________________________________________

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