If you were to base a Java 3D implementation on top of a native binding to OpenGL (any binding) how could you hope to gain back any speed? Isn't one of the benefits of not implementing ontop of an OpenGL binding that you can do more on the native side and reduce the number of calls across JNI?

Kev

á͹´ÃÙÇì à´ÇÔÊѹ (Andrew Davison) wrote:
Florin,

  
You know that I've played with GL4java, which is pretty much like jogl. My
experience was terrible. Apart from good performance, the lack of a high
level API stopped me to continue in that direction.
    

I thought Gl4Java did have GLUT libraries?
But I notice that the reference to them on the GL4Java docs page
(http://gl4java.sourceforge.net/docs/overview/benefits.html) no
longer works.

There's also a reference to jFree-D on GL4Java's home page
(http://www.jausoft.com/gl4java.html) which was a free implementation
of Java 3D on top of GL4Java and JOGL -- that no longer works either.
I think it was circulating during 1999 then disappeared.
The author was Jean-Christophe Taveau
([EMAIL PROTECTED])

The JOGL home page (http://copa.pajato.com/jogl/jogl.html)
refers to a Java 3D implementation by Andy King.
His home page is available (http://www.magma.ca/~aking/), but the link
to his Java stuff is down!!

There seems to have been lots of work on adding scene graph capabilities.
But it's all mysteriously disappeared....... :)

- Andrew

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Dr. Andrew Davison             E-mail: [EMAIL PROTECTED]
Dept. of Computer Engineering  Fax: +66 74 212895 (then 201 after office hrs)
Prince of Songkla University      Tel: +66 74 211030 x2240 (then x316)
Hat Yai, Songkhla 90112, Thailand  or: +66 74 212895 x316
http://fivedots.coe.psu.ac.th/~ad

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