Ian M Nieves wrote:
The OTHER negative point about GL4Java is that it is bound to OpenGL.
This may not seem huge to you now, and it doesnt even bother me at the
moment, BUT there is no reason to be tied to a particular 3d
implementation.  Java3D on the other hand is NOT bound to opengl. A VERY
SMART MOVE! This, in theory, allows a java3D application to be more easily
ported to, say a customized graphics pipeline.. like.. say...
PlayStation2, etc.  You may say.. "yea yea yea.. ill never want my app to
run on a playstation..., etc.."

My (admittedly limited) understanding is that OpenGL is the big standard of 3D APIs. Everything speaks OpenGL, including the PS2 and XBox (Gamecube? I dunno). I don't think binding to OpenGL is any kind of liability.

- josh

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