Joachim Diepstraten wrote:
> Well I would say this depends heavy if the OpenGL implementation makes > serious use of vendor specific extensions, functions and options which are > not available to J3D it's quite hard to "convert" them. You could make that same statement about trying to implement the same thing in pure OpenGL. Extensions are extensions and once you tie your algorithm to a particular piece of hardware, all bets are off. That said, if you understand the basic math behind the rendering, it is not that hard to convert stuff. All you loose is a bit of frame rate. I mean, how long was it before particle systems or multi-texturing were used on PC level hardware? Particle systems took about 3-4 years to filter from Onyx boxes and the non-realtime world and multi-texturing took about 7. SGI-specific extensions and nobody really cared because they were the only game in town. Know what your target platform is and you can adjust things accordingly. -- Justin Couch http://www.vlc.com.au/~justin/ Freelance Java Consultant http://www.yumetech.com/ Author, Java 3D FAQ Maintainer http://www.j3d.org/ ------------------------------------------------------------------- "Humanism is dead. Animals think, feel; so do machines now. Neither man nor woman is the measure of all things. Every organism processes data according to its domain, its environment; you, with all your brains, would be useless in a mouse's universe..." - Greg Bear, Slant ------------------------------------------------------------------- =========================================================================== 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".
