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1  Java Game APIs & Engines / Xith3D Forums / Re: Embed Xith canvas into a AWT/Swing/SWT app. on: 2004-01-14 15:53:17
Another advantage of SWT is that GCJ supposedly works with it. (Has anyone actually tried this?)

It may be desirable to actually use Java in a slightly different way and actually create executables that are seperate from the virtual machine.

It would be VERY cool to be able to do the same with xith3d/jogl and create an application separate from the JVM.

This would not be possible with AWT/Swing (yet?).

This is somewhat interesting and related:

http://www-106.ibm.com/developerworks/library/j-nativegui/
2  Java Game APIs & Engines / Xith3D Forums / Re: xith3d and lwjgl/jogl dependencies on: 2003-11-10 11:33:05
Great.  Thanks for the info.    Really wanted to just make sure I wasn't losing my sanity.


Greg
3  Java Game APIs & Engines / Xith3D Forums / Scene "wrapping" & Portals on: 2003-11-10 03:12:52
Please forgive if my terminology isn't quite right.

I was just wondering if there is xith3d support for "portals" to map a "section" of the world to another "section"?

Specifically, I want to create a single "universe" that "wrap".  As you get to the edge, what is visible on the other side gradually comes into play.


Any info greatly appreciated.


Greg
4  Java Game APIs & Engines / Xith3D Forums / xith3d and lwjgl/jogl dependencies on: 2003-11-10 00:29:08
I was curious about the 'xith3d -> jogl/lwjgl' dependency.  

I am really only interested in using jogl with xith3d.

If I just use the binaries things work great.  However, I went ahead and brought the xith3d source into my project and noticed that some of the code has "lwjgl' dependencies in it.

As an example, "Shape3D.java" has the following import:

    import org.lwjgl.opengl.*;

I am building and running a small example that uses Shape3d.  When I don't have the xith3d source included in my project everything works great.  If I do include the source, I get exceptions to the effect that it is expecting the "org.lwgl.opengl.*" data (which makes total sense).

How come this "lwjgl" dependency doesn't seep to exist when not building from the source.  (Are there two implementations of Shape3D somewhere or something?)

Any help appreciated,

   Greg
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