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 __________________________________________________________ =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".