Well, what I found interesting is that the earlier versions of Direct3D were horrible, and that the later versions began looking awfully similar to OpenGL. So it wouldn't surprise me if Canvas3D, etc, looked more OGL friendly than DX.
But then M$ never "borrows" ideas from others do they? Some of you folks that attended JavaOne, could you provide us less fortunate folks who could not attend some feedback, comments? Thanks, -DaveS > -----Original Message----- > From: Kevin Glass [mailto:[EMAIL PROTECTED] > Sent: Friday, June 20, 2003 8:00 AM > To: [EMAIL PROTECTED] > Subject: Re: [JAVA3D] AW: [JAVA3D] Java 3D, GL4Java, JOGL, GLUT > > > Sorry, I hadn't looked.. in that case, couldn't java 3d be sped up by > changing the architecture so it doesn't map to OpenGL.. > > Kev > > Florin Herinean wrote: > > >Did you have a look into the source code of some core java3d > (decompiled) > >classes ? Or even look with javap at member definitions ? > For example, > >almost all of the native methods present in Canvas3D have *direct* > >counterpart in opengl. I don't think that java3d will loose > performance by > >replacing those native calls to calls of jogl wrapper methods. > > > >Cheers, > > > >Florin > > > >D:\java\bin>javap javax.media.j3d.Canvas3D > >Compiled from Canvas3D.java > >public class javax.media.j3d.Canvas3D extends java.awt.Canvas { > >... cut ... > > native int getTextureUnitCount(long); > > native long createContext(long, int, int, long, long, > boolean, boolean); > > native void createQueryContext(long, int, int, boolean, > int, int); > > static native void destroyContext(long, int, long); > > native int createOffScreenBuffer(long, long, int, int, int); > > native void destroyOffScreenBuffer(long, long, int); > > native void readOffScreenBuffer(long, int, int, int); > > native void accum(long, float); > > native void accumReturn(long); > > native void clearAccum(long); > > native int getNumCtxLights(long); > > native boolean decal1stChildSetup(long); > > native void decalNthChildSetup(long); > > native void decalReset(long, boolean); > > native void ctxUpdateEyeLightingEnable(long, boolean); > > native void setDepthFunc(long, int); > > native void setBlendColor(long, float, float, float, float); > > native void setBlendFunc(long, int, int); > > native void setFogEnableFlag(long, boolean); > > native void setFullSceneAntialiasing(long, boolean); > > native int resizeD3DCanvas(long); > > native int toggleFullScreenMode(long); > > native void setGlobalAlpha(long, float); > > native void disableGlobalAlpha(long); > > native void updateSeparateSpecularColorEnable(long, boolean); > > native void beginScene(long); > > native void endScene(long); > > native boolean validGraphicsMode(); > > native void setLightEnables(long, long, int); > > native void setSceneAmbient(long, float, float, float); > > native void disableFog(long); > > native void disableModelClip(long); > > native void resetRenderingAttributes(long, boolean, boolean); > > native void resetTextureNative(long, int); > > native void activeTextureUnit(long, int); > >... cut ... > >} > > > >D:\java\bin> > >-----Urspr�ngliche Nachricht----- > >Von: Kevin Glass [mailto:[EMAIL PROTECTED] > >Gesendet: Freitag, 20. Juni 2003 09:16 > >An: [EMAIL PROTECTED] > >Betreff: Re: [JAVA3D] Java 3D, GL4Java, JOGL, GLUT > > > > > >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 > > > >������ ����ѹ (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 > > > >------------------------------------------------------------- > --------------- > >- > >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 > > > >============================================================= > ============== > >To unsubscribe, send email to [EMAIL PROTECTED] and > include in the body > >of the message "signoff JAVA3D-INTEREST". 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