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1  Java Game APIs & Engines / Java 3D / Re: Best solution to display 2D layer on top of 3D scene on: 2012-05-09 12:02:36

If you just have to update the text of the Text2D, setString() should be enough.

If you have to create another Text2D, the solution I see is :

- Detach the Text2DBranchGroup. This branchgroup should have the capability BranchGroup.ALLOW_DETACH, Group.ALLOW_CHILDREN_EXTEND and Group.ALLOW_CHILDREN_WRITE and the parent node should have the capabilities Group.ALLOW_CHILDREN_EXTEND and Group.ALLOW_CHILDREN_WRITE.
- Remove the Text2D from the Text2DBranchGroup. No exception will be thrown I think because the Text2DBranchGroup is no longer alive.
- Create a new Text2D and add it to the Text2DBranchGroup.
- Attach the Text2DBranchGroup to his last parent.

2  Java Game APIs & Engines / Java 3D / Re: Java3d + JOGL Pipeline + Opengl ES / Android or Worldwind ? on: 2012-02-13 12:58:15
Hi Julien,

I've seen your post on Friday, that sounds promising Smiley

What about the stability ? Is it a proof of concept that needs to be improved in order to be use in a commercial application or is it just stable enough yet ?
And I've seen in another post that it is now possible to access JOGL via Java3D ? I think that may help for WorldWind integration isn't it Wink

Good job, I will try it when it will be available
3  Java Game APIs & Engines / Java 3D / Re: Java3d + JOGL Pipeline + Opengl ES / Android or Worldwind ? on: 2012-02-08 08:15:23

Thanks for your precisions, if I had more time, I would certainly switch to Ardor3D, which is I think the engine that would fit the most my needs.

But I haven't the time to switch, even with some help Smiley
Why ? Because my code is very tied with Java3D (old mistakes), there should be a stronger abstraction in order to switch easily, and it is a long term goal during the future refactorings
So maybe next year ... or after Smiley

Another solution is Xith3D because it would take less time to make the change.
I'll study that ...

4  Java Game APIs & Engines / Java 3D / Re: Java3d + JOGL Pipeline + Opengl ES / Android or Worldwind ? on: 2012-02-06 09:44:49

The question is not "should I change from Java3D to something else ?" but "Can we mix Java3D and JOGL ?"
If it helps, consider it is a very old project for a company who doesn't want to spend time and money to change the underlying engine Smiley

So I know we can easily mix JOGL and Ardor3D / Xith3D / JME / WorldWind Java / JReality / etc.
And because the approach is different in Java3D, the abstraction is stronger between Java3D and JOGL,DirectX or OpenGL, I'm asking if we can do the same ?

It appears that nobody seems to have done this here, too bad Sad

Concerning the health of Java3D, it is not a problem because I already use a modified version, maintained by myself.
Concerning Xith3D, I don't think it is very active these days.

It is not because a lib is not growing anymore that everybody should drop it, Java3D is very stable and does what it claims to do, which is what I look for Wink
Take a look to this project, it shows that Java3D can perfectly fit some needs event today :

And I'm not saying that Java3D is the best engine, just that it is stable enough to still be used today, just like other engines mentionned before.

5  Java Game APIs & Engines / Java 3D / Java3d + JOGL Pipeline + Opengl ES / Android or Worldwind ? on: 2011-11-18 08:59:05

I'm trying to find a way to mix Java3D and JOGL in order to mix a personnal project made with Java3D with WorldWind or/and to move this personnal project on mobile device (android).

I found an old thread that told that someone successed to integrate a JOGL gui in Java3D but I don't manage to get his code working :

Does someone does something like that ?

Does someone has any clues / thoughts to do that ?

Sorry for my english and to avoid misunderstandings, I don't plan in any way to move my personnal project on JOGL, for other reasons out of the subject Smiley


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