The other day I sent an email wondering how Java3D handles
hidden surface removal. I have since realized that it probably
adopts the HSR algorithm of the low-level API for the specific
implementation that is selected (e.g. OpenGL and DirectX)--
This all made me wonder what information is out there about
how the low-level bindings to OpenGL and DirectX work.
Is there a paper or something that describes what features of
the low-level API are used? Or perhaps something of a general
conceptual overview of this process.
Thanks--
Alex
- Re: [JAVA3D] Bindings to low-level API Alex Terrazas
- Re: [JAVA3D] Bindings to low-level API Doug Twilleager
