Florin,

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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