Ehlo Pierce

> 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

Well DX is evolving faster because graphics hardware is evolving rapidly
in the last 2-3 years. Especially consumer graphics hardware. DX is (or
was) more focused on this because as gaming platform (alternative to DOS)
while OGL always was more concerned on applications beyond games. And
was mostly ruled by big graphic workstation vendors like SGI+Co. So what
DX is doing right now is just to keep track on the development of graphics
hardware and it's doing it quite fine. But in the longterm this is not the
way it should be going. I rather would like to see something like the past
strategy of OpenGL. Put a lot of stuff together which should be supported
by hardware in the future and not the opposite. But as Justin and I said
this is not really a concern for Java3D now. And would only be in 2-3
years.  A lot of things could happen by then. Of course focusing on two
low-level  APIs diverses the resources. Resources as I read in the past
few weeks SUN just doesn't seem to have right now.  And I don't think that
Microsoft will give SUN a helping hand on this issue after all the
trouble those two companies had with each other in the past.
The question of the original poster of this thread is quite a good
one. Core-OGL is platform independent. DX is not. Another problem right
now is that there are Java3D-features which are only supported
by the OpenGL implementation. If SUN wants to give the user the
choice of which low-level-API to use it should focus first that all the
things really work on both platforms otherwise this choice is quite
useless.

> some of the effort currently put into supporting them both might be
> better served in another way... especially with the Java3D time scaled
> back.

I agree.

EOF,
  J.D.

--
Realtime Raytracer in Java
http://www.antiflash.net/raytrace

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