I’ve mentioned it a few times here and there across the forums that I’ve been working on a JOGL graphics engine. Now it’s finally come to a point where I’m happy with the API and I think it’s reasonable stable. I’ve done some minor testing (only on my Mac) so if it doesn’t work I’m not surprised. I’ve been busy lately and don’t have any webstart apps to give you, but I’ve attached some screenshots.
Site: http://code.google.com/p/ferox-gl/
Features [taken from Google Code page]:
* Easy to implement back-end.
* 2D, 3D and cube map textures with many supported data formats
* GLSL shader support
* DDS and TGA loader
* Submission style Renderer engine that is fully interfaced (allowing for hypothetically many advanced, automated techniques).
* Scenegraph with a simple API allowing test scenes and mock-ups to be easily created.
* Separation of renderer from the scenegraph.
The main thing that I’d like to stress is that all geometry and appearance descriptions (as well as their JOGL backends) are separated from the description of the code used for scene description. The renderer doesn’t know about my implementation of a scene graph. I’ve included a simple scene graph, but it could be very easy to write a more application specific version.
Let me know what you think,
Thanks
1st screenshot - normal/specular mapped cube using a diffuse, normal, and specular texture and glsl
2nd screenshot - 10000 cubes with 4 different appearances, rendered into an FBO and then that texture is rendered into the window.