Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (684)
Games in Android Showcase (196)
games submitted by our members
Games in WIP (752)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  JOGL - from Java 3D ?  (Read 3066 times)
0 Members and 1 Guest are viewing this topic.
Offline Axiom

Junior Newbie




Java games rock!


« Posted 2003-06-29 08:03:36 »


Why wasn't JOGL created simply by stripping Java3D of its
scenegraph functionality.

Or, to rephrase my question, wouldn't Java3D have already a
JOGL like subset providing direct binding to OGL, and wouldn't
it have been lot simpler to use that subset's architecture
to create JOGL ? Java3D, after all, has been very robust
- arguably slower to some, but definitely robust.


Would the JOGL team provide the overall design rationale
behind JOGL at some point in time for the benefit of people like me, assuming such a design paper doesn't already is available
somewhere ?



Gravity Sucks !!!
Offline shawnkendall

Senior Devvie





« Reply #1 - Posted 2003-06-29 11:43:01 »

Java3D does not use NEARLY all of the functionality of the OpenGL standard (read C calls).

If the underlining layer was exposed it would be greatly incomplete.

Another way to see this is to imagine remaking Java3D as a few are.  
In our test design, we only ever need to use VertexArray data calls and the Texture stuff (glVertexPointer, glDrawElements, and the display list wrapper calls) to make a fairly complete graph renderer.
Of course lights, fog etc need to be used as well, but this still leaves out like 90% or better of the existing API.

Shawn Kendall
Cosmic Interactive, LLC
http://www.facebook.com/BermudaDash
Offline Jeff

JGO Coder




Got any cats?


« Reply #2 - Posted 2003-06-29 20:34:34 »

Java3D's native interface is also a significantly higher level of abstraction then JOGL.  Remember J3D today runs onto of OLG *or* D3D.

However one certainly COULD do a version of J3D that lived cleanly ontop of JOGL if all one wanted it to do was to support platform-independant OGL.


Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!

http://wiki.java.net/bin/view/Games/JeffFAQ
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 
orrenravid (266 views)
2016-07-16 03:57:23

theagentd (335 views)
2016-07-11 14:28:54

Hydroque (422 views)
2016-07-06 05:56:57

Hydroque (582 views)
2016-07-03 08:52:54

GrandCastle (439 views)
2016-07-01 09:13:47

GrandCastle (430 views)
2016-07-01 09:09:45

CopyableCougar4 (484 views)
2016-06-25 16:56:52

Hydroque (445 views)
2016-06-22 02:17:53

SwampChicken (409 views)
2016-06-20 13:22:57

SwampChicken (312 views)
2016-06-20 13:22:49
Making a Dynamic Plugin System
by Hydroque
2016-06-25 00:13:25

Java Data structures
by BinaryMonkL
2016-06-13 21:22:09

Java Data structures
by BinaryMonkL
2016-06-13 21:20:42

FPS Camera Tutorial
by Hydroque
2016-05-22 05:40:58

Website offering 3D Models specifically for games for free
by vusman
2016-05-18 17:23:09

Website offering 3D Models specifically for games for free
by vusman
2016-05-09 08:50:56

Website offering 3D Models specifically for games for free
by vusman
2016-05-06 11:10:21

Website offering 3D Models specifically for games for free
by vusman
2016-04-29 12:56:17
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!