ANNOUNCEMENT: Java 3D source code now available!

OVERVIEW

We announce the availability of the source code for the Java 3D API on
java.net. We are involving developers in the evolution of the Java 3D
API. Come join the Java 3D projects on java.net, and download the
source code for the core Java 3D API, vecmath, the Java 3D core
utilities, and the Java 3D program examples.

We invite anyone to be a project “observer”. All you need to do is
sign up for a java.net account, if you don’t have one already, and
join the project. We will have more detailed instructions as to
how to contribute to the project after JavaOne.

JAVA.NET PROJECTS

There are 4 separate sub-projects under the main Java 3D project
(which is just the parent for the other four). The projects, and
their URLs are:

Project          URL                           Description
-------          ---------------------------   ----------------
java3d           java3d.dev.java.net           parent project
j3d-core         j3d-core.dev.java.net         javax.media.j3d
j3d-core-utils   j3d-core-utils.dev.java.net   com.sun.j3d.*
vecmath          vecmath.dev.java.net          javax.vecmath
j3d-examples     j3d-examples.dev.java.net     example programs

LICENSE

We are releasing the source code for the j3d-core-utils and
j3d-examples projects under a BSD license.

We are releasing the source code for the j3d-core and vecmath projects
under separate research and commercial license. The research license
is the Java Research License (JRL). The commercial license is the Java
Distribution License (JDL), a no-fee license that allows a vendor to
ship a compatible version of Java 3D with or without modification.

The API specification will continue to evolve as part of the Java
Community Process (JCP). We welcome community participation, and
encourage developers to contribute both bug fixes and new
implementation code to the API. The combination of the JRL and the JDL
was chosen to facilitate this, while ensuring the integrity and
compatibility of the API.

JAVAONE AND JULY 4TH HOLIDAY

Finally, a little logistical information. The Java 3D team will be at
JavaOne most of next week and then on holiday the entire week after
that. We apologize in advance for our slow response time in answering
e-mails over the next two weeks.


Kevin Rushforth
Advanced Development Graphics Group
Sun Microsystems

kevin.rushforth@sun.com

Click here:

http://java3d.dev.java.net

And FlyingGuns is known to work with it … will publish a WebStart version soon!

Compiles well from source for Windows.

Anybody manages to do it for Linux?

I have built it on windows and it worked fine with several of our demos.
HooRay!

j3d-core didn’t compile on Linux for me. Got the following error:

(using RedHat Linux, w 2.4.20-28.8 kernel, and MesaGL-4.2.1-23)
I will get the latest MesaGL and see if it makes any difference…


compile:
     [echo] Executing 32 bit native renderer build [opt]
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c: In function `Java_javax_media_j3d_NativeConfigTemplate3D_chooseOglVisual':
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:258: `GLX_SAMPLE_BUFFERS_ARB' undeclared (first use in this function)
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:258: (Each undeclared identifier is reported only once
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:258: for each function it appears in.)
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:260: `GLX_SAMPLES_ARB' undeclared (first use in this function)
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c: In function `Java_javax_media_j3d_NativeConfigTemplate3D_isSceneAntialiasingMultiSamplesAvailable':
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:446: `GLX_SAMPLE_BUFFERS_ARB' undeclared (first use in this function)
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:447: `GLX_SAMPLES_ARB' undeclared (first use in this function)


     [exec] Result: 1
     [exec] /usr/bin/ld: cannot open NativeConfigTemplate3D.o: No such file or directory


     [exec] Result: 1

BUILD FAILED
/home/bmyers/projects/java3d/j3d-core/build.xml:102: Following error occured while executing this line
/home/bmyers/projects/java3d/j3d-core/src/native/build.xml:357: Following error occured while executing this line
/home/bmyers/projects/java3d/j3d-core/src/native/ogl/build-linux-i586.xml:42: Warning: Could not find file /home/bmyers/projects/java3d/j3d-core/build/linux-i586/opt/native/ogl/objs/libj3dcore-ogl.so to copy.

the area of shaders sounds intresting.
downloading it now to take it for a test drive.

take it is the same as the present version?

Apple has a Mac version of Java3D. Do you think the source code for IT will be open sourced? It would be great if the Apple bits could be put into the same java.net project so that the Mac version didn’t have to rely on Apple to play catch-up all the time.

Yes, that would be cool.

OTOH … I never understood why there cannot be a Sun provided Apple version. There shouldn’t be any technical issues that only Apple itself can resolve.

Maybe now, there can be a community version of Java3D for Mac?

Didnt Apple licence j3d from SUN? so i would guess that
would be up the Apple to open the doors on this one.

lets see what they do over wwdc and javaone.

fingers crossed here :).

[quote]OTOH … I never understood why there cannot be a Sun provided Apple version. There shouldn’t be any technical issues that only Apple itself can resolve.
[/quote]
I think there are fundamental issues around Apple’s implementation of AWT and Swing, and how they fit it into their native rendering and event model. The same things that cause problems for LWJGL for example. A Java application on the Mac is a “Cocoa” application - using their Objective-C framework. That framework has certain threading requirements that make things a bit different than Java on other systems.

well if there no MacOSX version then that will stop
me using Java3D- Mac and Windows being the big boys.

oh and linux ;D dont want to upset anyone

One thing that you could always try on is to do your own port of Java3D to OSX and then submit it back to the project maintainers (after signing all the appropriate legal paperwork). That will test to see just how open Sun is with regards to people working on the codebase and give you a good feeling about how future enhancements may go.

[quote]One thing that you could always try on is to do your own port of Java3D to OSX and then submit it back to the project maintainers (after signing all the appropriate legal paperwork). That will test to see just how open Sun is with regards to people working on the codebase and give you a good feeling about how future enhancements may go.
[/quote]
Beyond my ablities I fear, though I was hoping to do a heavily gutted (but heavily optimised) version of the J3D framework for the browser-game I’m working on. I’m not sure how far I could go in that direction without getting too platform-specific, though.

where is the source?
i figured it should be here:
https://java3d.dev.java.net/source/browse/java3d/www/
theres no .java files in that directory tree…just cvs files, jpegs, and html

2 things

  1. Which rendering pipeline should one use for 1.5: JOGL or the native libs?
  2. Is there any good tutorial or FAQ that involves the pixel shader capability of this release?

Thanks

Thank you very much…