JOGL doesn’t have a data structure like point3d/point3f ??
Yes, we may use Java3D vecmath.jar, but it’s better to have JOGL’s own 3D data structure, isn’t it?
Cheers
JIA
JOGL doesn’t have a data structure like point3d/point3f ??
Yes, we may use Java3D vecmath.jar, but it’s better to have JOGL’s own 3D data structure, isn’t it?
Cheers
JIA
LWJGL and JOGL are OpenGL wrappers, they don’t (or shouldn’t) have anything highlevel like Vectors, Matrices and what not.
You’re supposed to do everything yourself, or use some engine, like jME.
Wow…
Thank you so much !!!
So, does that mean, jME has such data structure, say Point3D or Point3F? What are those corresponding data structures?
I’m now able to compile today’s SVN of jME2. I’m trying it out now.
Finally, thanks very much again!!
Cheers
JIA
I could name 'em, but you can browse the sourcecode your just compiled. It bet that once you look at a TransformNode/TransformGroup, you’ll find your way to the classes dealing with vector math.
Don’t forget to use our fixes or the JOGL renderer won’t work correctly in JMonkeyEngine 2.
Isnt it better for you to build ur own specific datastructure of points vectors…etc
I always find the build in data structure a burden. In directly accessing the opengl commands u will get a more low level control