I am not sure what you mean by different SDK having difference "javacs"...
What I am saying is that each Javas3D run-time essentially consists of 1. A set of .class files stuffed into a few jar files 2. A set of DLLs (on win32). For the DirectX and OpenGL implementations both class files and DLLs differ. The Java3D application you are writing can work with both versions without change (at least if you stay compatible to both which you should) and you can use the same .class files for both. The trick is that you by setting the class path and native library path can control which version of the Java3D class files and DLLs your program will access when it calls Java3D functions. I hope that clarifies it for you. Jacob > ----- Original Message ----- > From: "Jacob Marner" <[EMAIL PROTECTED]> > To: "Fred Klingener" <[EMAIL PROTECTED]> > Sent: Tuesday, December 18, 2001 3:55 PM > Subject: Re: Re: [JAVA3D] OpenGL or DirectX > > > > I am in favor of including both versions at deployment. > > You can then let the user, by the use of a start-up > > configuration menu choose between the two and thereby > > let him/her use the one that works best on his/her machine. > > Are you telling me that the different SDKs have different javacs > that produce different class files? > > Fred > > > > > > > > > =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".