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Using Java 3D scene tree in a headless environment?

Posted by Manu on Oct 03, 2012; 3:10pm
URL: https://forum.jogamp.org/Using-Java-3D-scene-tree-in-a-headless-environment-tp4026340.html

Hi,

In the current version, Java 3D classes can't be used in a headless environment. If that sounds logical at first, there are some cases where I find this limitation too restrictive. The need of a graphics card is required only to show the scene tree in a Canvas3D instance, isn't it?
But what about managing the scene tree in memory without showing at screen? In the case of Sweet Home 3D for example, all 3D objects managed by the application are Java 3D scene graph objects, whether they are read with loaders or created directly from computed geometries. When I pass these Java 3D objects to save them at OBJ format (with OBJWriter class) or render them with SunFlow engine (with PhotoRenderer class), there's no need of JOGL. But at this moment, I simply can't run the program in a headless environment because VirtualUniverse class checks at initialization time if the program runs in an headless environment, and VirtualUniverse class is referenced by all ...Retained classes associated to scene graph objects.
Couldn't the loading of libraries made by VirtualUniverse initializer be done somewhere else? Or are there some limitations I just forgot?

Thanks for your help.
Emmanuel Puybaret