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/
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"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
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