Hi, There are some fine books about Java3D. See then here: http://java.sun.com/products/java-media/3D/collateral/index.html
another fine book is Java3D API Jump-Start http://web3dbooks.com/java3d/jumpstart/Java3DExplorer.html The JAva3D API specification: http://java.sun.com/products/java-media/3D/forDevelopers/J3D_1_2_API/j3dguide/j3d-webTOC.html Java3D is composed by a set of java classes and native libraries. The compiled java classes are the high level portion, and almost all classes are accessible to developer. The native libraries (.dll's on Windows or .so's on unix/mac O.S.) do the low level 3D operations in the undelying API. They are not public accessible for developer. Java3D & app. classes (high level 3D programming) ================================================== | native libs (.dll or .so) ========================= | low level API (OpenGL or DirectX) ================================= | 3D hardware (supporting OpenGL or DirectX ) =========================================== The Java3D classes are, roughly, composed by: core : package javax.media.j3d utils: several packages under com.sun.j3d.* math: package javax.vecmath The Java3D native libs are : core: j3d.dll(Windows) or j3d.so utils: j3dutils.dll(Windows) or j3dutils.so sound: j3daudio.dll(windows) or j3dsound.so All supported platforms, O.S., uses OpenGL as underlying API, but Windows has both OpenGL and DirectX. Due the native libs, each supported O.S. has a specific version of Java3D runtime. So there is a version for Linux, for Mac, for Solaris, for HP, for Windows... BUT your Java3D application can run in ALL platforms without changes, without recompilations. You have not to worry about if your client is DirectX, OpenGL, Windows or a Linux user. Of course your Java3D applications requires a properly instaled Java 2 runtime (JRE), as well the correct Java3D runtime. Remember: Java3D is a extension, and must be downloaded and installed after the normal Java2 JRE install. Under MS Windows some video cards offers better support with DirectX, others run faster with OpenGL. Today GPUs runs fine both. A tipical DirectX or OpenGL application has the same diagram above, except the java part. The developer must handle both high level - a collision, a explosion and sound - and low level - choose a pixel format, decompress textures,etc - operations. There are good online resources about how to program 3D using OpenGL or DirectX. This is my 2cents ... Alessandro --- Mark McKay <[EMAIL PROTECTED]> escreveu: > Tom Govaert wrote: > > >Thank you very much. > > > >So if I understand correctly > > > >JAVA3DCLASSES + DIRECTX DDL's (native code) make it > possible to run a > >program on the java virtual machine. You need the > DIRECTX to get hardware > >support for your program ? > > > >What is the difference then of programming directly > into DIRECTX ? > >If you install de DIRECTX API and SDK and program > in visualstudio.net, what > >are the differences with programming JAVA3D. > > > >If anyone knows any good websites about this, > please mail them to me. > > > >Kindest regards, > >Tom Govaert > > > > > ______________________________________________________________________ Yahoo! GeoCities: 15MB de espaço grátis para criar seu web site! http://br.geocities.yahoo.com/ =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".