Hi Justin,

2 years ago, I started the development of a scientific application, an
explorer for molecules and solids. At that point I had minor experience
with 3D graphics. Java3D was the first choice, due to its "easy-to-use",
its platform independence and applet-ablility. For some features it seemed
that they only could be implemented with difficulties, but that was okay,
since the benefits of Java3D were outweighing.
9 month ago, I started rewriting that application from the beginning (the
design had failures and I knew beforehand, that I had to rewrite the app
one day, because I knew too less about 3D graphics and the upcoming
structure of the app.) These days, I heard rumors about "the future of
Java3D" and so I started to search for alternatives, since I already knew
the difficulties I would get with Java3D.
So I chose GL4Java as OpenGL-binding for Java. "That will be hard work to
do all the picking-routines, depth-sorted drawing by hand" I thought. But
since I had gathered many details about OpenGL meanwhile and because of the
help of tutorials/forums for OpenGL I could quickly implement these
features. And the diffuculties have disappeared, since I had direct access
to OpenGL. (f.e. I need the stencil buffer for I certain kind of stereo
format; per-frame operation were possible with null effort)

To make the conclusion:

I´m stranded with an OpenGL-binding now. But I´m still very convinced by
the structure/architecture of Java3D. If I only were able to extend the
Java3D API or had direct access to OpenGL.

Thus my suggestions: (some parts like Gili mentioned)

- seperate Java3D into toplayer (scenegraph and vecmath), and basic layer
(OpenGL binding)

- make the sources of Java3D toplayer (scenegraph and vecmath) available,
thus people can extend and improve the toplayer. I don't think it is
necessary to provide certain people actively supporting Java3D, since we
have a great, competent community). Thus people can create, build or
extend: scenegraph, vecmath, CAD libraries or whatelse!

- provide a STANDARDIZED basic layer (f.e. JOGL). Thus one is able to
access OpenGL methods, whenever necessary. Forget DirectX!


Okay, so far, hope my wishes come true and the excellent Java3D has a future!

Best regards

MisterXen

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