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. > > > > 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
Sure that's right but on the other hand you would gain full access on display lists, vertex, buffers, etc. And coding a rudimentary vector-math package which would fit most of the things one would need would propably just take a day (or there are already alot available on the internet). > Summing up, Java3D's pure immediate mode is even a great benefit for > developers. Hmm someone who's only focused using on pure intermediate mode is throwing around 80% of Java3D away IMHO. Ok besides he doesn't have to think that much about state changes of course (which is a benefit yes :) ). I've to say to my shame that a lot of my progs mostly use mixed-mode. Which is still a big problem with Java3D if you rely a lot on multi-pass-rendering or a special sequence rendering order (I know there is an ordered group node) it's hard not to come attracted to mixed-mode/pure-mode. > >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. Well I don't know maybe because some of them aren't supported by DX as I'm not a DX-Guru I really can't tell though. 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".