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Re: how to run jogl+j3d successfully?

Posted by hharrison on Oct 16, 2012; 6:18pm
URL: https://forum.jogamp.org/how-to-run-jogl-j3d-successfully-tp4025876p4026516.html

That's great news!  The biggest outstanding problem I know of is that Java3d seems to have invented its own copy of the
capabilities querying code that now should be totally handled by JOGL2....I just haven't found the time to chase that all the way through.

If anyone does take a look:

In JOGLPipeline.java, there's an internal QueryCanvas class that creates a temp offscreen AWT canvas to query, this is also
why I think Emmanual gets errors when running his program, it's passing in the queried canvas at drawble creation time
rather than the canvas that will actually get displayed.

The reason it does this is that part of the Java3D API allows the canvases to be queried before they are realized/displayed
so it stubs out the capabilities form the QueryCanavas to use in those cases.

It's all a bit messy.