Justin Couch wrote:
> As the GL4Java folks can atest to, Java doesn't really work well for the
> sort of issues that OpenGL is good for. JNI sucks for doing a lot of
> rapid call processing, such as the OpenGL API currently uses. Java
> bindings really suit the scene graph style architecture where you can
> batch a lot of stuff up internally and then send through one big set of
> commands. It doesn't really suit the rapid method call approach where
> you are building information on the fly.
From what I understood, opengl 2.0 is focused more on vertex
arrays/buffers/etc, not on vertex-by-vertex, normal-by-normal way of
simple opengl programs. With direct buffers in jdk 1.4 it is possible to
do it in fast way.
In fact I was thinking about possibility of implementation of opengl
bindings (even the plain 1.2 opengl ones) without using JNI heavily. All
commands would use stacks with ids and stacks with parameters and
another thread running in loop, all the time on native side would read
these command ids and call opengl through switch statement, getting
needed values from stacks (too long sentence, but I hope you know what I
mean). Stacks would be done by using direct buffers, so no pinning and
no synchronization will be really needed.
Even if such thing is not reasonable, java3d would not need to use slow
ways (vertex/normal/color by function call) - it could use just fastest,
interleaved buffers with fences and whatever else is needed to get 9.4M
triangles on Geforce.
Artur
P.S.
I would prefer I could say that I've spotted the news on opengl.org
(http://www.opengl.org/developers/about/arb/notes/meeting_note_2001-09-11.html)
but you are right, I've found them on ./ :)
P.P.S.
I've just tried to compile this mail before sending by pressing F9 to
check for syntax errors... time to go home I think...
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