If someone is developing a graphics application as part of a larger software package that is written in Java, then if the graphics API is also written in Java it makes it much easier to leverage code from the larger software package.
So this looks like an appropriate point to toss out a bit of marketing:
Xj3D has it's own internal scenegraph layer for OpenGL that sits between X3D/VRML97 and OpenGL calls. Far less complex than Java3D, but it's a good framework to start with. If people are interested we can always break it out as a separate project.
The high level API, by design, does not provide access to the lower level API calls.
Not necessarily. Just the packaging is different. You don't have the exact direct calls, but with the appropriate design, you still have access to identical functionality.
-- Justin Couch http://www.vlc.com.au/~justin/ Java Architect & Bit Twiddler http://www.yumetech.com/ Author, Java 3D FAQ Maintainer http://www.j3d.org/ ------------------------------------------------------------------- "Humanism is dead. Animals think, feel; so do machines now. Neither man nor woman is the measure of all things. Every organism processes data according to its domain, its environment; you, with all your brains, would be useless in a mouse's universe..." - Greg Bear, Slant -------------------------------------------------------------------
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