Simple question...how would you reduce the memory required by the Java3D objects...when you need several of them. eg. most efficient way of displaying 10k spheres on the screen is to share the geometry and put the shapes in different TGs. But this kind if scenegraph requires huge-huge amount of memeory in j3d.
nitin -----Original Message----- From: Ian M Nieves [mailto:[EMAIL PROTECTED] Sent: Wednesday, February 26, 2003 3:17 PM To: [EMAIL PROTECTED] Subject: Re: [JAVA3D] Java 3D or GL4Java I have worked with both openGL and Java3D, not GL4Java, but I will assume that this is more or less like openGL. My position is that Java3D gives a barebones, basic, scenegraph. This scenegraph is basic enough that it can be used as the FOUNDATION to building a more customized scenegraph, to meet your particular needs. Basically, the J3d scenegraph supplies the functionality that any reasonable scenegraph would want anyways. I have build many customized scenegraphs off of the one supplied by j3d, and have never had any complaints. How do i do this? For example, I extend the components of the SG to supply my required customized functionality. Its quite simple. 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.." But unless you know more than the rest of the world about the direction of 3D and computers, you would not be wise to instantly rule out this type of compatibility. I should mention that Java3D runs on DirectX as well as OpenGL, currently, and there are plans to build some kind of java engine for console systems. its in the works. Sincerely, Ian On Wed, 26 Feb 2003, Nitin.Jain wrote: > Aren't you mentioning more benefits of GL4Java than Java3D..."optimazation", > "GL Extension..", etc. So except for the support aspect is there any other > negative point of GL4Java. > > One thing is true that it is like reinventing the wheel if somebody uses > GL4Java and build his own OO scenegraph. But then, there is no choice, as > Java3D doesn't provide any interfaces to enable one to customize/optimize it > to his needs. > > After being LOYAL to java3D for past one and a half years, I'm now planning > to shift to GL4Java because of serious memeory and performance issues. > > nitin > > -----Original Message----- > From: Kevin Glass [mailto:[EMAIL PROTECTED] > Sent: Wednesday, February 26, 2003 2:44 PM > To: [EMAIL PROTECTED] > Subject: Re: [JAVA3D] Java 3D or GL4Java > > > With respect, I don't think its quite that simple. > > The Java3D vs GL4Java discussion is much like any other argument in > computing, pros and cons. > > Ease of use: > > Java 3D is, for most people, easier to use, although you have to deal > with an interpretation of 3d programming (SUN's) which may not be as > tried and tested as GL. However, for simple tasks, you may find that > GL4Java is easier simply because you don't have the infrastructure stuff > to set up before getting going (e.g. Universe, View). There are also far > more tutorials based around pure OpenGL than Java 3D, which is a shame. > Maybe some of the more vocal people on this list could spare some time > to put some together. > > Performance: > > GL4Java allows much lower level access and hence you can make > optimisations that you can't in Java 3D. I suppose this is like most OO > APIs, you have to generalise solutions to make things more "rounded". > This means that often you get a more general solution to something that > could have been quite exact. However, as things get more and more > complicated Java 3D comes into its own. Most GL projects end up having > some form of scene graph. If you implement your own in GL4Java you'll > probably find its less efficient and harder to use than the one provided > in Java 3D. So, again, I suppose it depends on the complexity of your > project. > > Hardware compatability: > > There are two aspects here. Firstly, both Java 3D and GL4Java support > OpenGL so they should both be happily compatiable with the hardware > avaiable at the moment (platforms and cards). However, the extensions to > GL (the cool features that you see in games) will appear in Java 3D much > more slowly than in GL4Java. GL4Java simply follows the GL spec. Java 3D > has to find an abstract way of supporting the new features without > breaking their current "model". I don't envy the developers this task :) > > Sorry for the long winded email but I hear this discussion all the time > and I think its one really worth considering properly. > > For my opinion, Java 3D is great, and performance is good for more > complicated projects. It also has the added benefit of good development > support and big (getting bigger) community of users. GL4Java, as useful > as it may be, is a step in the wrong direction. > > Kev > > Kevin J. Duling wrote: > > >Answers below.... > > > >----- Original Message ----- > >From: "Hong Cao" <[EMAIL PROTECTED]> > >To: <[EMAIL PROTECTED]> > >Sent: Tuesday, February 25, 2003 2:15 PM > >Subject: [JAVA3D] Java 3D or GL4Java > > > > > > > > > >>Hi, All, > >> > >>Anyone ever used both Java3D and GL4Java from > >>http://www.jausoft.com/gl4java/. Which one is better in performance? > >> > >> > > > >Java3D > > > > > > > >>Which one is easy to write code? > >> > >> > > > >Java3D > > > > > > > >>Which one is better in hardware compatibility? > >> > >> > > > >Java3D > > > >Now, did you really expect a different answer from people on a Java3D list? > >I could probably find websites to back up my statements, but it's not worth > >the time. You've got access to Google just as I do. > > > > > > > >>Thanks. > >> > >> > >>Hong > >> > >> > >> > >> > >=========================================================================== > > > > > >>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". > >> > >> > >> > > > >=========================================================================== > >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". > > > > > > > -- > Jose UML - http://www.newdawnsoftware.com/jose > Pondering RPG - http://pondering.newdawnsoftware.com > > =========================================================================== > 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". > > =========================================================================== > 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". > > =========================================================================== 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". =========================================================================== 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".
