It’s about time, go to
http://connect.apple.com 8)
Some Java3D for Mac in sight?
woot! Gregorypierce go to it and get that LWJGL implementation out there!
Cas
Only available to developers.
(I am a subscriber-type, which cost. You can be a web-type developer for free if you fill out forms at the site.)
Its still very early. Its missing a few peices of fucntionality we care
about. (Can’t say more, go to the site.) and what is there is still
somewhat buggy. Still its exciting to see them progressing on it.
I’m currently using DP6 and working on getting the lwjgl port out, but what’s there has some glaring holes and JNI issues. I’ve been working it out with Apple’s developer relations folks - hopefully I’ll be able to finish the port with their assistance.
Once the port is done Linux, the PC, and OSX will be covered and I can turn my attention to building my own scene graph architecture on top of it… lwjgl has shader support so its already over a year ahead of what Java3D can currently offer :-/
Actually what it needs on top of LWJGL first is a little teeny cross-platform layer, like what J3D gives, but lighter, to take care of a few things like abstracting out the differences between wgl, glx and agl. Stuff like pbuffers etc. are all implemented with different functions on the three different platforms yet they all end up with the same result. Daft really but that’s the way it is.
Cas
Aye, I looked into p-Buffers a while ago when doing Gems, unfortunatly every single source of info starts using platform specific stuff all over the place.
More worrying though, is that for the majority of the time using gl.copyTexSubImage() is faster than pBuffer techniques Seems that Nvidia actually discorage its use due to bad driver implementations all over the place…
I have a feeling pbuffers have been almost completely superceded by ARB_render_to_texture.
Cas