Hi Michael > 2. Pure Immediate Mode: > > Please don't blame me, but it a fact that most game-developers prefer > programming in pure immediate mode. O.k. Most Scenegraph APIs are aren't
Altough I would like to support that point but the question really is if developers who soley relate on immediate mode wouldn't go better if they switch to pure OpenGL anyway. It's less pain and maybe even more gain. > Any other ideas for improvements or comments on mine ? Yes full (and I really mean full) OpenGL 1.3 support. Which means thinks like ColorBuffer/Zbuffer/Stencil-Masks (some of them are already standard in OpenGL 1.1). Full Stencil-Buffer-Support, all Blending-Functions which are provided by OpenGL, maybe accum buffer, full color4f on backgrounds and if possible a render->to texture instead just of an offscreen buffer. And maybe something nice like a on/off switchable performance meter (which shows how many time is spend where, I've seen this in OpenSceneGraph and that's rather cool) I think that's nothing really fancy alot and even more can already be seen for example in OpenSceneGraph from Robert Osfield + Co today. EOF, J.D. -- Explore SRT with the help of Java3D (http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski) (http://www.antiflash.net/java3d/relativity (mirror) =========================================================================== 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".