Thanks, Justin.

  My  Master's Degree thesis is about  Animation of Characters, using
Java3D.  This is a part of greater project about virtual worlds and 3D
animation at UnB - Universidade de Brasilia.  We do not stop any
project. But this last rumors make us think about the future ...
   We like very much the Java3D concept, and  how productive it can be
just after the first steps.

   I think the best to Java3D future is be open sourced, but with
someone to guide the development.
   Another thing is to restrict the  undelayering API to OpenGL only,
becouse  the Direct3D suppport doubles the development work and double
the bugs to be  fixed. And this double support to D3D & OGL restricts
the Java3D  features  as a subset of D3D and OpenGL common features.
This is a very bad thing.
   And this new Java3D "OpenGL only" can be splited in 2 parts : the
pure byte code Java3D high level(Java3D core), and the low level OpenGL
binding (JOGL?) in native binary code.

Java3D (core)lib
(common for all platforms)
  |
----------
interfaces for OpenGL binding
----------
   |
   | -- |Win32 native
   |    |implementation
   |
   | -- |Linux native
   |    |implemetation
   |
   | -- |Solaris native
   |    | implementation
   |
   | -- | Apple, etc


I guess JOGL as the multiplatform OpenGL binding bridge this becomes easier and faster to release it in all platforms. And the parts can have its own development schedule. I guess a small team can develop and improves new features in short time.

Alessandro

PS.: I just like to say to Java3D Direct3D's development team they did a great work to 
Java3D.
But for multiplatform targeting OpenGL is the obvious choice.

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