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".

Reply via email to