Re: Java3d pushing the limits...
Posted by
gouessej on
Nov 24, 2015; 9:50am
URL: https://forum.jogamp.org/Java3d-pushing-the-limits-tp4035814p4035834.html
Hi
When you destroy the native peer and/or when you remove any AWT/Swing JOGL canvas/panel from its container, the OpenGL context is destroyed.
philjord wrote
Now I'm gonna make java3d run on android...
Java3D tightly relies on AWT which isn't available under Android. You'll have to implement a completely different code path based on NEWT.
Java3D heavily uses the fixed pipeline. It uses some OpenGL calls not available even in OpenGL ES 1. It can't work as is with OpenGL ES 2. Android uses OpenGL ES. You'll have to use GLSL in a brand new rendering code path to work with OpenGL ES 2.
You wrote that you are busy with your three children and that you don't really know OpenGL (and OpenGL ES?) and GLSL but you claim that you're going to make Java3D run under Android. I don't understand your position. If porting Java3D to Android was trivial, we would already have done it. Canvas3D cannot be used as is under Android. Do you see what I mean? I see a huge contradiction: if you don't want to learn OpenGL, OpenGL ES and GLSL, you'll have no chance of porting any decent scenegraph API for Android.