There is a fine exemple here for Java3D  jnlp
targetting multiple platforms : Linux, Win, Solaris,
etc

http://forum.java.sun.com/thread.jsp?forum=38&thread=166873&message=511367

In the above example the client does NOT must have
Java3D installed. The webStart server will provide the
correct files for each platform.

BTW, does anybody has the Mac Java3D files (*.jar &
*.so) available ? For developers without Macs it's a
bit hard to get  these files from the .dmg file
provided by Apple...

Alessandro Borges

 --- [EMAIL PROTECTED] escreveu: > Ben Logan
<[EMAIL PROTECTED]> schrieb am
> 09.01.2004, 15:14:39:
> > Iam glad you seem to think that deployment of
> java3d with the
> > application will be easy, cos ive spent the last
> couple of hours trying
> > to get it working;) How would you go about it
> then? I have distributed
> > the libraries (.jars) and the program still wont
> work on a non-java3d
> > machine, presumably because it will require the
> .dlls! The question is
> > how do you ship them, or more to the point how do
> you reference them in
> > the .jnlp file?
>
> I'm sorry for sounding arrogant saying 'no problem'.
>
> The way to go is to pack the dll into a jar an
> sign(!) it. Then, place
> these jars to the OS-specific part of the JNLP file.
> E.g.
>
>     <resources os="Windows">
>       <nativelib href="J3Ddll.jar"/>
>       <nativelib href="j3daudiodll.jar"/>
>       <nativelib href="J3DUtilsdll.jar"/>
>     </resources>
>
> Its the same as I did it with my JXInput stuff:
>
>     <resources os="Windows">
>       <nativelib href="jxinputdll.jar"/>
>     </resources>
>
> Jar-wrapping and signing the dlls is the key to
> success here!
>
> - J
>
>
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