On 02/10/2012 12:23 PM, gouessej [via jogamp] wrote:
> I have succeeded in porting Java3D to JOGL 2.0. A few parts of the source
> code are still a bit hacky but it works.
> Now, it uses only JOGL on all platforms whereas previous versions of Java3D
> was using it only on Mac OS X and sometimes on Microsoft Windows 32 bits.
> http://forum.jogamp.org/file/n3732206/Java3D_with_JOGL2_0_RC5_first_success.png >
> Long live JOGL and free open source softwares
> The source code will probably be put onto Github. Best regards.
Kudos, that was fast!
Looking forward to Harvey's git migration and testing it.
As mentioned before, I guess it would be important to have
a backend for GL2ES2 without any AWT dependencies to allow
widespread usage - like you did for Ardor3D (which I still have to test).
On 02/10/2012 12:38 PM, gouessej [via jogamp] wrote:
> At first, I have to use a less "hacky" code with AWT.
> Then, I will do what you suggest but it will require some days.
Awesome ... of course, we can work on this part together,
once Harvey is set (git .. etc). For sure .. this stage is the fineprint
but would love you to show it on Desktop *and* mobile next to your
Ardor3D port @ SIGGRAPH 2012
BTW: Anybody else wanting something to be shown @ our SIGGRAPH2012 BOF,
please simply add yourself to bug530 and let's discuss it.
I can try to do the first step as soon as possible. The second step should be harder because Java3D is very close to AWT. Maybe you will be able to implement the ES2 isolation. Keep in mind that I still use OpenGL 1.3 on some machines.
I would be interested to read some docs about this work.
I have heard many times that java3d is a pain for opengl developpers because they can't do real opengl (accessing feedback buffer and stuffs like that). It is a very old discussion. Is it still true? Aren't JMonkeyEngine, Ardor3d or other scene graph a better alternative for java based 3d?
In my humble opinion, JMonkeyEngine 2 & 3 have a bigger community supporting them, JMonkeyEngine 3 has the best shader-based pipeline and an excellent Game Development Environment, Ardor3D has the best support of JOGL 2.0.
Java3D was used a lot in the past. It was a pain when it uses several ways to access hardware acceleration which is no more the case, I removed the support of Direct3D and the alternative access to OpenGL not from JOGL. Now, mixing JOGL and Java3D is possible, not only on Mac (which was the case in the past).
Ardor3D has a lack of documentation whereas there are thousands of examples using Java3D on the Web.
Java3D will only be another (very popular) option. I will go on advising the use of Ardor3D as it's faster and it has a lower memory footprint.
Sweethome still uses Java3D and its author is not yet ready to switch to another scenegraph. I prefer allowing him to go on using JOGL through Java3D.
I'm studying Java3D for a new project, after considering Xith3d and jMonkey. I need to use anaglyphs for stereo viewing and I intend to extend the idea to 3d passive monitors after the anaglyph version. The project is about molecular modelling.
It's great new to see some movement about Java3D - and congratulations for the initiative and for the great job done.
I'm confuse about the versions mentioned here. Is the Harvey Harrison's version at
I see you are talking about anaglyphs. I have made a proof of concept in Jzy3d showing how to customize its View object to allow Open GL stereo rendering.
It does not properly configure the angle & distance between left and right view points but shows how to use left and right Open GL buffers.
Some people have been working on an implementation that makes a clean rendering and I have seen this great work on a 3d passive monitor. They told me they want to release this as open source, but I don't know when.
If you think Jzy3d is sufficient to do your work, I can send you my POC.
Hi there and thank you very much for the work you have done.
I just tried to get one of my projects running that needs Java 7 and Java3D on the mac. I followed your tutorial so far but unfortunately I run into problems. Whatever I do, I get always the following error on a MacBook Pro 13", 2,5GHz Intel Core i5, 4GB, Intel HD Graphics 3000 384MB, OS X 10.8 (12A269):
I'm glad to see that you're satisfied by Java3D. As far as I know, there is no plan to create an official website for Java3D, we are even not sure we are allowed to use the term "Java3D" which may be a trademark.
There are no other way to find these JARs but my article is frequently updated, the links are up to date.
I maintain several scenegraphs. Java3D works fine but don't forget the conclusion of my article. On the long term, switching to another scenegraph is a better solution. I ported Ardor3D and JMonkeyEngine 3.0, I use the former daily in my project and I fix its bugs within hours most of the time, I rarely use the latter but it has a very active community. Don't hesitate to contact us if you need some help to use any of these scenegraphs.
Thanks for your response. I'd like to use a different framework as you suggested, but re-implementing the visualisation module would be very difficult, as I have limited time, and need to focus on the research aspect of my project.
Thanks for your offer of help. Actually, I get the hanging issue that has been reported in several of the threads on this forum (see below), I assume for the same reasons.
Do you know if any progress has been made in solving this problem?
- Is a fix coming with rc11?
- Is it solved by using JOGL 1.1.1a
I understand your position. If there is a real demand of an automated tool to convert Java3D code to Ardor3D, I will spend some time on it. I really want scientists to feel comfortable when using our APIs. Java3D has some design flaws; if we can't fix them, we will provide other solutions.
The hanging issue comes from a bug of AWT in Java 1.7 under Mac OS X, we can't fix it but ... Ardor3D works fine with NEWT, it is not concerned by this bug. JOGL 1.1.1a doesn't solve your problem, it would be even worse under Mac. I don't know if someone reported the real bug that causes the hanging issue. Anyway, please switch to the RC11, always use at least the latest release candidate. Maybe your freeze comes from another problem but I can't be sure until you switch to the RC11.
On 11/06/2012 10:52 AM, affogato [via jogamp] wrote:
> This is fantastic work. I'm using Java3d for a computational biology research
> Is there any plan to create an 'official' site for the continued development
> of Java3d maintained by yourself and hharrrison?
After a few more bug fixes of JOGL and other areas,
we will produce java3d binaries.
However, we might need a new active maintainer for it,
since java3d has very low priority for us.
Maintenance can start on a very low or easy level,
like adding some unit tests allowing at least to validate it's usability
w/ the rest of the Jogamp modules (GlueGen, JOGL).
If you or others like to step in here to help .. you are more then welcome.