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Re: Java3d pushing the limits...

Posted by philjord on Nov 21, 2015; 12:05pm
URL: https://forum.jogamp.org/Java3d-pushing-the-limits-tp4035814p4035831.html

Julien,

Thanks for that feedback.

I just spent a few minutes and discovered team project sets in git, which is exactly what I needed for making the project.

I am familiar with Ant but I don't happen to use it much.

As it happens my entire project only has one build requirement (other than compiling a stack of code) that the tools3d jar file must load before the java3d jar, but it's hard to NOT have that happen.

So now the setup of the code is only a 2 step operation, and a final 2 steps to make it run, so thanks for pushing me to get on with that.

(and it was less time to do that writing and testing the process I had up before in the Readme.md)


I've gone back and checked that at the least all my project have the GLPL in the git repo root, so that's a start on licensing.

I understand completely your thoughts on not enhancing Java3d, once you finally release 1.7 I might put out a little fork that includes compressed texture support, as it's only a few dozen lines of code.


(And all references to dll,c++, visualstudio and that sort of madness are now gone...)