Re: Required JOGL Jars to run Java 3D 1.6
Posted by InteractiveMesh on Nov 27, 2012; 9:34pm
URL: https://forum.jogamp.org/Required-JOGL-Jars-to-run-Java-3D-1-6-tp4027211p4027259.html
Harvey,
as I told you earlier this year my future Java 3D fork (JUniversal3D) will primarily run on native pipelines (ogl, d3d), but I didn't give up the JOGL pipeline. So I started implementing JOGL 2 for JU3D as well.
At the same time I tried to develop an offscreen rendered canvas for integrating Java 3D 1.5.2 into JavaFX 2. As Pbuffer has to be replaced with OpenGL's framebuffer (FBO) inclusive double buffering and MSAA, massive changes were necessary in the native and JOGL code. So, I decided to start another almost fully backwards compatible Java 3D fork called J3D 1.6 on the native pipelines as well as on the JOGL 2 pipeline.
For the JoglPipeline class implementation I try to follow the AWT GLCanvas design, which is similar to yours. Due to the Mac OS X/Java 7 trouble I'm currently splitting the Java 3D core into one for the native pipelines and into another for the JOGL pipeline which will include a Canvas3D class that implements the OffscreenLayerOption interface as AWT GLCanvas does. I will make the JOGL core available here for testing because I don't have access to the Mac platform. All sources wil be published according to Java 3D's GPLv2 with "Classpath" exception license.
SweetHome3D runs fine with J3D 1.6.0 on Windows (JOGL, ogl, d3d) in onscreen and offscreen mode. But JOGL's FBO is still challenging.
August