Neil,

Java applications are "write-once-run-anywhere", but the Java platform
implementations are platform specific.  There are Java 2 implementations
that are unique to each OS.  Java 3D is an extension to the Java platform.

Java 3D applications will run on any platform that supports Java 3D,
but the Java 3D libraries are going to be unique to an OS.

Yes, we could have developed a pure Java version of Java 3D that did
not take advantage of the graphics hardware acceleration on a system,
but the performance would have been unacceptable.  We instead chose to
layer Java 3D on top of OpenGL or Direct3D to take advantage of the
graphics hardware acceleration.  In doing this, we introduced a small C
layer to interface to the graphics API.  This made Java 3D platform
specific.


Rob Posadas

Manager, 3d Graphics Software
Sun Microsystems
[EMAIL PROTECTED]
(650) 786-7873

>
> Well you all know my question, from the subject.  I don't understand why
Java3D would be made to be platform specific.  It could be because of the
DirectX route taken which is only supported by Windows, but there is an OpenGL
version.  As long as the platform supports OpenGL it should support the Java3D.
>
> One reason I could think of was, we are linking to a native library but what
does that matter.  If we know the platform we know the corresponding OpenGL
library.
>
> Another reason may because the majority of computers are made up of either
Windows Machines.  But if this was ever considered in the creation of Java3D
they should take the Java out of the name.
>
> There are many different platforms out, SGI, Windows, Solaris, Apple, etc. and
Java3D is supported on Solaris SPARC only, and Windows.
>
> Does someone have an answer to this question?
>
> Thanks
> Neil Witcomb
>
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