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Re: Current Java3D plans

Posted by Sven Gothel on Feb 09, 2012; 1:47am
URL: https://forum.jogamp.org/Current-Java3D-plans-tp3728211p3728237.html

On 02/09/2012 02:32 AM, hharrison [via jogamp] wrote:
>
>
> Hello forum,
>
> Just thought I'd share a bit about how I'm thinking of approaching the JOGL2
> backend of Java3d.
>
> You can find any and all of my changes at my github repos:
> https://github.com/hharrison

Harvey also mentioned that his repositories history will be rewritten soon,
reflecting proper attribution (author names and emails).

Harvey pls send an email when this work is done,
so we know when we can fork/pull and work with it - thank you.

>
> 1) Drop all CG-related shader code form the existing JOGL backend, rely on
> the GLSL shader code only

Disable CG/D3D and all native stuff as default for compilation and build,
maybe keep the source code intact in one specific branch only.

> 2) Translate all of the JOGL1 calls to JOGL2 (help welcome)

As I have learned from Harvey and his colleague,
Julien is already on it - kudos.

> 3) Get HelloUniverse running and actually displaying content
> 4) Drop the existing native OpenGL and D3D backends leaving Java3D as a
> Java-only project w/ a single JOGL2 backend
>
> At this point, as soon as I have something that actually runs, get the git
> repos moved to jogamp and get hooked into the
> build+test infrastructure that is already here and start doing releases.
>
> 5) Provided that all goes well, go forward assuming an OpenGL2ES baseline
> profile instead of OpenGL 1.3
Using the JOGL GL2ES2 profile *only* within Java3D, at least in form of
one JOGL2-GL2ES2 backend, would be very valuable to enable this port for
mobile.

> 6) Hope there's somebody out there besides myself that is interested.

7) Ensure no AWT dependencies are within java3d-core etc, so it can run on
non AWT machines (headless, Android, ..), see 'mobile' remark above.

~Sven


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