for speed I'd go for OpenGL ...problem is the api is a bit harder...not as
many things are built in as
with Java3D. Java3d though has great interface support (ie gui interface via
Swing or even AWT)....and Java3D is more portable.

Take a look at JOGL (Java3d and opengl)...maybe it will serve you
better...don't know much about it though.


   Mario

Mariusz Zaczek
NASA - Johnson Space Center
Automated Vehicles and Orbit Analysis / DM35
Flight Design and Dynamics Division
Mission Operations Directorate
Bldg: 30A     Room: 3040A

Disclaimer: "The opinions, observations and comments expressed in my email
             are strictly my own and do not necessarily reflect those of
NASA."

"Failure is never quite so frightening as regret." - Cliff's wife (The Dish)


-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of William I. Zumwalt
Sent: Friday, March 12, 2004 11:00 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] api recommendations


Hey all,

I'd like to get some advice about what API I should
get involved with. I've been hearing several
recommendations on the irc channels to go w/ the
opengl api for java as opposed to java3d api. Any
thoughts? I've got to do some work involving thousands
of tetrahedrons to cover surface areas and be able to
rotate/flip the entire object. The interface will be
done in Java as portability is key.

Any good books that you could recommend to help out?

Will

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