Posted by
gouessej on
Aug 25, 2015; 10:07am
URL: https://forum.jogamp.org/Java-3D-crash-or-flickering-tp4035074p4035133.html
Hi Adrien
Thank you for this information, it means that it was reproducible with older versions of JOGL and/or the native OpenGL renderer of Java 3D 1.5. I wonder if I could provide a bug fix similar to the one for the bug 1078 but it's impossible to check without some tests on the real hardware.
You can create a bug report with Java 3D but please provide the most minimal test case and someone will have to reproduce it with JOGL only later someone as I did the last time I fixed 2 bugs impacting Java 3D.
Xith3D is in maintenance mode but I stopped implementing the NEWT part of its backend. It seems to be not very active. I hope that I hurt nobody by writing such things.
JReality could be a good option, or maybe Scilab, it depends on your needs.
JMonkeyEngine 3 is excellent but it wouldn't allow you to target low end machines as it is entirely based on shaders.
MSG is enough only if you need an orbital camera but it's too much limited for a CAD software.
LibGDX and JogAmp's Ardor3D Continuation would be a bit harder to use but the design of Java 3D makes it hard to implement numerous features without breaking anything.
In my humble opinion, you should copy absolutely all logs and information into your bug report and a contributor (maybe me) will have to spend some time in reproducing and fixing the bugs in JOGL itself.
On the long term, I advise to stick to Java 3D if you're really aware of the limitations (no OpenGL ES, no compatibility with forward compatible profiles -> it won't work on OS X if it doesn't provide a backward compatible profile, a debatable design that makes it more vulnerable to race conditions and varied sources of bugs unlike JogAmp's Ardor3D Continuation, no NEWT, no Android support, ...). Java 3D is enough to do nothing fancy, I see what you mean. If there is a real demand for it, I can implement a compatibility API so that the developers can run a subset of Java 3D in JogAmp's Ardor3D Continuation. It's a question of trade-off.
My biggest concern is that I fear that you reproduce your bug with other scenegraph APIs anyway. That's why I want to fix it in JOGL.