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  JOGL - from Java 3D ?  (Read 1880 times)
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Offline Axiom

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Posts: 5


Java games rock!


« on: 2003-06-29 04:03:36 »


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 ?



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Offline shawnkendall

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« Reply #1 on: 2003-06-29 07:43:01 »

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
Full Sail Real World Education
Immediate Mode Interactive, LLC
<A HREF="http://cosmic-game-engine.blogspot.com/">Cosmic Game Engine Dev Journal</a>
Offline Jeff

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Posts: 3535


Got any cats?


« Reply #2 on: 2003-06-29 16:34:34 »

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.


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