Advanced books on JOGL?

HI,

I’d consider myself an intermediate to advanced 3D developer in Java graphics. I’ve been using Java3D professionally for three years, and have implemented nifty things in it like smoothly skinned skeletons and ROAM terrains. IHowever, I’m trying to get into JOGL because Java3D has a lot of restrictions that makes it difficult to do really advanced graphics programming.

I have a copy of the Red Book (for OGL v1.2) and have read through it, but it doesn’t cover advanced things like ARBBufferObject.glBindBufferARB(). I’m also a little fuzzy about how best to use NIO with JOGL, particularly when my vertex data will need to change from frame to frame (such as with skinned meshes).

What’s a good place to learn about advanced features for getting the most out of JOGL? Are there any books I could buy?

Mark McKay

You could have a look at the NVIDIA and ATI homepages. They have papers and examples on how to use advanced features like VBOs and shaders. Opengl.org have documentation on most extensions (http://www.opengl.org/documentation/extension.html.

There is a lack of tutorials on advanced topics.