Re: Java3d pushing the limits...
Posted by philjord on Feb 09, 2016; 9:22pm
URL: https://forum.jogamp.org/Java3d-pushing-the-limits-tp4035814p4036141.html
Julien,
You make fair points.
Forked should have been in quote marks, I haven't done a real fork, just taken the code in my private repo and hacked it up
until it compiled without rt.jar and with the GL2ES2 profile.
Rest assured I am definitely not going to supply yet another scene graph or a fork of a scene graph or a plugin in or whatever,the java gaming world has plenty enough as it stands now.
I'm also not going to use the Java3D name in any manner except where I sing it's praises.
I love Java3D and I want other people to see how good it is at it's job.
Right now my code is a shambles, so there would be literally no point in donating it back to Java3D as it stands, it would only waste your time to even look at it.
I suspect a few more months of clean up might get it into a readable state.
Having said the above I feel the Pipeline part of what I've done to support non-FFP could possibly one day be integrated back into Java3D, which might be useful if GPUs ever start to drop GL2 support. I haven't looked closely but one of my earlier commits might not be too far from being able to be another Pipeline option.
The non rt.jar side of things is wildly incompatible with core Java3D, so I don't think it would/could be integrated, short of some violently major work
to pull the common parts out and then optionally branch to awt or newt. As you say the Java3D API is frozen.
Finally, I have read the license of Java3D and on the day that I need to distribute my code, presumably being some time shortly after someone gives me some money for my hobby (this seems unlikely), on that day the problem of distributing my source will be a nice problem to have.
Thanks for the feedback, once again you force me to think and consider things carefully, which helps me tremendously to understand what I'm doing and why.
Phil.