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 > > __________________________________ > Do you Yahoo!? > Yahoo! Search - Find what youre looking for faster > http://search.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". =========================================================================== 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".
