We're developing an application (using Java3D) in which we do
massive amounts of volume rendering.  Presently, we have the Mitsubishi
VolumePro500.  This has C++ libraries and drivers which bind to
OpenGL.  However, it does its rendering in a rather tricky, non-standard
way.  As a result, Java3D won't take advantage of it.  We need as much
low-level power over the Java3D scene graph and bindings to OpenGL as
possible.  This might involve writing a new class of the SceneGraphNode or
even hacking the Java3D->OpenGL connection.  Any advice, pointers, or
caveats would be greatly appreciated.
        On a side note, does anyone know whether Java3D source is
available for WindowsNT?  We'd like to take a look at the implementation
to understand how it's doing some of these lowlevel functions.
        Thanks in advance!

        DereK

===========================================================================
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".

Reply via email to