The basic issue is this (as far as I grasp it):

Heavyweight means that the virtual machine gets the native OS to do the
drawing for a component. IE: VM: Draw me a button at this location.

Lightweight means that the virutal machine does the drawing itself from
something that *looks* like the native OS.

Since the Java3D requires the use of a 3D accelerator; it HAS to go through
the native OS to get there.  VM says draw me a 3D image in this space and
the accelerator does so.


You can write a 3D engine entirely in Java. I've done it. It's not pretty
(and it was crude) and it was really slow.


Now... What has kinda confused me is why not create a pseudo lightweight
object. The lightweight panel could make requests of the 3D accelerator to
pass back images that it writes to a lightweight component. (This might
eliminate some video management stuff that I don't appreciate because I
don't understand video acceleration all that well)

Not eliminating the need for using hardware but at least being able to
include a viewport in Swing.

Just some thoughts of my own,
Jeremy E. Denton
Software Developer
Galdos Systems Inc

"The opinions expressed aren't my company's... and entirely my own... blah
blah blah..."


-----Original Message-----
Is there anyone out there thinking about doing some kind of Java 3D to Java
2D conversion?
Maybe "conversion" isn't the right word.  I've seen some 3D stuff done with
Java 2D.  For what it was, it wasn't too bad.  I am wondering if there is
any thought about having an option in Java 3D to either use Hardware
acceleration, as it does today, or switch to using  software rendering
(using Java 2D?)  The performance may be horrible, but for very simple scene
graphs, you might get acceptable performance.  Would this allow you to have
a lightweight version of Java 3D.
Bob Gray

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