I think I understand your proposal now. This seems a lot more reasonable. This approach, as I'm sure you are aware, has lots of synergy with approaches elsewhere in Java, such as the various SPIs (Service Provider Interfaces) in things like JNDI and ImageIO.
Anyhow, this might all be academic with Java3D 1.4 being 'in a holding pattern', whatever that means.
Rob
Florin Herinean wrote:
-----Urspr�ngliche Nachricht----- Von: Rob Nugent [mailto:[EMAIL PROTECTED] Gesendet: Donnerstag, 19. Juni 2003 15:32 An: [EMAIL PROTECTED] Betreff: Re: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Stress testing and 'buildGA' cost.
I think that my point was that the *API* of Java3D is currently independent
of
the use of OpenGL or Direct3D. Your suggestion of changing Canvas3D to
extend
GLCanvas wouldn't hang together for Direct3D unless the API got 'split',
which
seems like a very bad idea.
Well yes, you're right, but that was only a first (and overenthusiastic) suggestion. You can always deal with that. Let's assume that we can use the delegation model. Canvas3D may be a lightweight awt/swing component containing inside a heavyweight GLCanvas or whatever 3D canvas might be used. *Then* it might have a get3DCanvas method which may return a Canvas object, which can be an instance of GLCanvas or D3DCanvas or whatever. That way you can shield the user from the underlying API, and at the same time giving him the power to access it if he wants. And you don't have to split the API. And I'm pretty sure that there are many more other ways(patterns) to allow the user the access to low level specific api while keeping the independence of the high level api.
Cheers,
Florin
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--
Rob Nugent Sun Microsystems, Southampton, UK
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