Hi David
> Thats a tough one. I would think on the branch group. Many of the more
> advanced 3d techniques require multiple passes. The only way to do that in
> java3d is using ordered groups. But accumulation buffers and stencil
Yep exactly that would have been my second question. For a lot of multi
pass techniques you have to influence the traversing / drawing order.
> buffers are becoming a standard part of 3d programming. I am sure someone
> has figured out how to fit that into a scenegraph architecture.
Hmm hard to tell if you look at scenegraphs most of them already are
dead. Performer is the only one besides Java3D which I would call alive.
And OpenSG is far from thinking up stuff like this. Multipass stuff just
became popular arround beginning of 96/97 when common cg hardware was
finally powerful enough. But a lot scengraphs are older than this
time and already disappeared again. But on the other hand I haven't
searched for research papers on this matter yet so you could be right.
EOF,
J.D.
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Realtime Raytracer in JAVA
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