Re: Java 3D crash or flickering
Posted by
ThomasR on
May 31, 2016; 9:22pm
URL: https://forum.jogamp.org/Java-3D-crash-or-flickering-tp4035074p4036768.html
Julien,
gouessej wrote
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.
Does "compatibility API" mean that some existing Java apps using Java3D for a high level abstraction to graphics hardware could reference JogAmp's Ardor3D Continuation jars instead of Java3D?
If so, what level-of-effort to get this started? What would be required for community members to contribute? How would this community decide on which capabilities of Java3D would be supported in the compatibility API? For example, VisAD based apps such as McIDAS-V, IDV and HYDRA, rely heavily on texture byReference support. Does Ardor3D support this now?
Tom