You're wrong in your assumption.  Both OpenGL and DirectX can render using
hardware acceleration in windowed mode.  But when you're in windowed mode,
your current desktop settings affect this.  For example, some video cards
will not accelerate OpenGL in 1024x768 with a 32-bit color depth at 75 Hz.
Sometimes, just dropping down to 24-bit color will kick in the acceleration.

There was a program I found out on the net several years ago called Pixel
Format Enumerator and it would tell you if your current desktop mode gave
you Generic (software), MCD, or ICD.  It was a C++ program and came with the
source.  It would be nice to have a Java equivelant so that we could report
to the user that they are or aren't getting accelerated 3D.  But this was a
Windows specific program, working with pixel format descriptors.  If I
remember right, pfd's were Windows only and didn't exist in X.  I found them
to be too much of a pain and used GLUT.

As for networking, there is an excellent book on the subject called
"Networked Virtual Environments: Design and Implementation"

----- Original Message -----
From: "Kevin Clark" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, August 06, 2001 11:00 AM
Subject: [JAVA3D] Support for windowed hardware rendering coming?


> Hello,
>
> I've been working on a standalone networked game using Java 3D and was
> wondering if there is eventually going to be support for using hardware 3d
> acceleration when a application is launched in a window.  It is my
> understanding that currently you have 2 options, use software rendering in
> windowed mode, or launch the whole app in fullscreen mode to take
advantage
> of the users hardware acceleration.  Am I wrong in this assumption?  The
> problem I have is I'd like to handle things like the login screen,
character
> creation, etc. with swing windows, and once they are ready to enter the
game
> switch to either full screen mode or at the very least a window which
> supports the faster rendering.
>
> Also, if anyone has any information on good networking models for Java3D
in
> a client/server environment could you point me to it?  I've been playing
> with custom sockets and RMI, trying to figure out the cleanest way to
update
> a clients virtual world based on information passed from the server and
> haven't found much information pertaining to that so far.  The ideal
> situation would be to just update the users immediate surrounding rather
> than have to update the client with EVERYTHING that is happening in a
> potentially large world.
>
> Thanks!
>
> -----------------------------
> Kevin Clark
> Struggling Java3D programmer
>
>
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