Excellent!! Done, thanks for all the help, it is fairly straightforward,
you should think about deploying it with your game. This is quite a
powerfull tool when you think about it. My spec did say 'web-based'
application, so technically this is probably a bit of a cheat, but who
cares, its great!

Cheers

Ben

PPS
Did anyone get a chance to read my post earlier this week regarding
picking and the need to first click somewhere on the screen before the
listeners becomes active, is there a way round this, its driving me mad.

 

>-----Original Message-----
>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
>Sent: 09 January 2004 14:30
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] Java3D & webstart
>
>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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