Re: Java3D to Jogamp Ardor3D Continuation...
Posted by
ThomasR on
Jun 28, 2016; 8:23pm
URL: https://forum.jogamp.org/Java3D-to-Jogamp-Ardor3D-Continuation-tp4036855p4036857.html
gouessej wrote
Hi Thomas
JogAmp's Ardor3D Continuation can work with or without AWT/Swing, there's an image loader based on AWT and there's another one completely independent from AWT. In my humble opinion, it's an advantage, it allows this engine to work with Java flavours not supporting AWT. There's a utility to manipulate the pixels of the images stored into the engine but it doesn't accept arrays yet, it's still possible to modify a texture data object (com.jogamp.opengl.util.texture.TextureData) and to pass it to JogAmp's Ardor3D Continuation. There is no restriction on the kind of canvas you can use depending on the way you create your textures.
JogAmp's Ardor3D Continuation supports partial updates of textures.
Definitely an advantage not to be dependent on AWT/Swing. I think we're ok, as long as, we can access TextureData.setBuffer to load our image data from memory.