Re: Java3D for large scale CAD
Posted by
gouessej on
Aug 31, 2015; 5:44pm
URL: https://forum.jogamp.org/Java3D-for-large-scale-CAD-tp4035188p4035195.html
Hi
steve skrabacz wrote
The latest source posted to jogamp is pre10.
The source code reflects the pre12, it is mentioned in this FAQ:
http://jogamp.org/wiki/index.php/Java3D_FAQThe changes of the pre12 done in April are included.
steve skrabacz wrote
2. Since I only use a small subset of Java3D (no audio; no HMDs; no animation, though I used to use animation quite gratefully in one robot planning project...), I'm tempted to scrap Java3D and go straight to JOGL with Shader-aware rendering. I would have to reinvent the scene graph & view frustum culling...but I partly believe that this is the piece that might most benefit from any parallelism on the GPU (CUDA or JOCL). Do you agree with this assessment?
I don't agree with this assessment but an excellent graphics programmer can do better than Java3D with or without parallelism.
steve skrabacz wrote
3. I've read in other posts that the current Java3D for which you've posted source on jogamp (1.6.0 pre-10) strictly uses FFP. I'm not an expert yet, but I believe that presents two downsides to me: a) can't run on an Android tablet, since most tablets only support Shader APIs, and b) even if my hardware supports FFP, it's all done in CPU / software, so that there'd be no GPU offloading of the processing. If you agree with those statements, can you suggest how any future Java3Ds might improve. to embrace the shader pipeline?
pre12 uses the fixed pipeline too. I already wrote that there is no plan of improving Java3D. It's actively maintained, the bugs are fixed and that's all. No new features will be implemented in this scenegraph API, the public API will remain frozen.
Rather use JMonkeyEngine 3, LibGDX or JogAmp's Ardor3D Continuation if you need something more modern and faster. As you're not an expert, please don't waste any time in writing yet another 3D engine. You're wrong about Android, it's often possible to use OpenGL ES 1 even though OpenGL ES 2 is available.
Java3D depends on AWT which is not supported under Android. It's a dead end, it's not worth it, drop it if you really need something modern.