But the interesting thing (to allow me to get back on topic) is how the Java3D language would have to change to accomodate a DX and OGL path. With DirectX evolving at a much faster pace than OpenGL - it seems that coming up with a high level construct to handle the two will get unweildy in the future. Not really a biggie, but sometimes it just seems as if some of the effort currently put into supporting them both might be better served in another way... especially with the Java3D time scaled back.
Just a though.
> -----Original Message-----
> From: Justin Couch [mailto:[EMAIL PROTECTED]]
> Sent: Monday, November 19, 2001 5:15 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Okay I have to ask
>
>
> On Mon, 19 Nov 2001, Joachim Diepstraten wrote:
>
> > And as Java3D 1.4 lies at least now 2 years in the future.
>
> I think that is the critical thing. Shader support in the underlying
> 3D API is really a non-issue currently. As already stated
> publically, J3D
> 1.3 will not be released until mid next year. With the Sun
> team pared back
> to minimal levels, the amount of manpower to throw at the
> problem in the
> mid-term future is not great. Should 1.4 end up taking its
> time to get off
> the starting blocks, then it is even less of a concern. I
> would imagine that
> the development effort would focus on what can be achieved
> with greatest
> effect - basically implying that OGL 2.0 is the target platform.
>
> --
> Justin Couch http://www.vlc.com.au/~justin/
> Freelance Java Consultant http://www.yumetech.com/
> Author, Java 3D FAQ Maintainer http://www.j3d.org/
> -------------------------------------------------------------------
> "Look through the lens, and the light breaks down into many lights.
> Turn it or move it, and a new set of arrangements appears... is it
> a single light or many lights, lights that one must know how to
> distinguish, recognise and appreciate? Is it one light with many
> frames or one frame for many lights?" -Subcomandante Marcos
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