This is the number one requested feature of Java 3D.  That is why it is
on the list of proposed API changes for Java 3D 1.2.  You don't need
a software Java 3D implementation to provide these.  It can be done
through native API's.  In fact, most folks have requested that we use
native API's to ensure offscreen rendering acceleration.  This is important
for fun rendering tricks.

Doug Twilleager
Java 3D Team

> MIME-Version: 1.0
> Subject: Re: [JAVA3D] Why is Java3D Platform specific?
> To: [EMAIL PROTECTED]
>
> two BIG reasons in favor of having a software Java3D implementation:
>
>   Printing
>   Rendering to offscreen bitmaps (solve this and you solve printing)
>
> I think a lot of people (me included) have not used Java3D because the current
> implementation lacks these features (I think - at least it did the last time I
> looked). I think it's been said on this group many times that these features
are
> very important.
>
> -Ben
>
>
>
> > -----Original Message-----
> > From: CAZOULAT Renaud CNET/DIH/REN
> > [mailto:[EMAIL PROTECTED]]
> > Sent: Thursday, September 02, 1999 12:54 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [JAVA3D] Why is Java3D Platform specific?
> >
> >
> > > 'Shout' has a pure Java based 3d rasterizer.  In the below
> > > mail Rob does
> > > not refer to any such beast - only to why they chose not to
> > > go that way.
> > The main problem with pure software rendering is the size of the
> > rasterization:
> > the bigger the image, the slower the rendering (this is NOT
> > true anymore
> > with the new 3D boards like the TNT2). If you only need to
> > draw a (very)
> > small image (like a advertising panel in a web page) it's
> > acceptable (and
> > their java byte code is very small). But I am
> > afraid you won't have all the features you get from a
> > complete rendering
> > engine (with navigation features, etc...).
> > cheers
> > renaud
> >
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