It really just depends on if you are comfortable with the OpenGL API. If
so, and you would like the same low-level access in Java, I would
recommend Jogl. And I have found Jogl to be very portable with official
Sun Windows, Linux, and OSX ports.

Otherwise, the higher-level API of Java3D might suite your needs better.
Beware though of the portability of Java3D. I had quite a few
difficulties with Java3D on Linux, which was surprising because many
people on this forum had reported no problems with the Blackdown port.

Sean

On Fri, 2004-03-12 at 09:00, William I. Zumwalt wrote:
> 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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