Hi Joachim,
[EMAIL PROTECTED]">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.
For 3D-graphic issues you may be right, but Java3D is much more, because instead of GL4Java, .. it provides an excellent vetor math package, and everthing (Materials,..) is straight OOP. Further OpenGL alone doesn't provide Sound classes and Java3D comes in handy with the Java Media Framework.
Summing up, Java3D's pure immediate mode is even a great benefit for developers.
[EMAIL PROTECTED]">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.
Yes, that they are probably the most needed features and I also wonder why still no implemented.
greetings
-Michael Nischt
