Many reasons in fact:
- Unless I'm obliged to, I prefer to wait for final releases and not put in production prerelease and release candidate versions.
- Java3D 1.6 / JOGL 2 still crashes under Windows run with Parallels Desktop. Maybe it's a driver issue in Parallels Desktop or the problem was already there with Java3D 1.5.2 run with JOGL 1.1, but as it's my standard Windows PC, I can't release something I can't regularly test myself successfully. And who knows how many users with old or not updated drivers would have similar issues? As Java 3D 1.6 relies only on OpenGL, I even won't be able to tell them to try with DirectX implementation anymore.
- Under Mac OS X, using only Java3D 1.6 would oblige me to drop support for Macs running with a PowerPC and/or Mac OS X 10.4 because only Java 5 exists on these computers and JOGL 2 doesn't support Java 5.
- Finally, as said in my previous message, I prefer to rely on Apple's Java 6 than on Oracle's Java 7 which is still too buggy to my taste. As Apple's Java 6 supports Java3D 1.5.2, I prefer to wait for the final release of Java3D 1.6 and JOGL 2 to use them, even if its support of antialiasing in offscreen images is a nice add-on. But don't worry, I'll use it in a future update of Sweet Home 3D. At this time, it will be for the applet run with Java 7 plug-in.