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
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