Ya’ll know the Java-GL scene better than I do, so perhaps someone can give me an opinion about which of these three is most suited for my situation.
-
300,000 lines of code infrastructure already written and expressly designed to be single-threaded.
-
Besides Windows, we need widespread MacOSX support within the next few months. This means not being limited to Developer Previews, but rather MacOSX versions available and in use with the general public.
-
We need to be able to dynamically modify and replace textures during runtime, ie, can’t be limited to single-load textures.
-
We run full-screen pure 3D… no windowed mode or Swing/AWT needed (or desired if not absolutely necessary).
-
It doesn’t have to be fancy, complex, or overloaded with features. All I need is access to OpenGL in a library that won’t vanish in the next few years.
-
Licensing must be that it’s freely usable (LGPL, etc).
-
Must be able to run entirely from the current directory, preferably with a minimum number of files. ie, can’t require a dozen files to be installed in a dozen places throughout the user’s system.
And our current experiences with these:
LWJGL - we’re already coded for LWJGL. Versions 0.5 and 0.7 hard crashes on one of our NT4 boxes; the owner swears to having a modern 3D card with the latest video drivers. The lack of MacOS support is raising eyebrows. Either of these readily fixable soon?
JOGL - I can’t seem to get JOGL to run in a single-threaded mode (ie, without relying on event notifications) and the MacOS 10.3 requirement is slighly beyond our target audience but nominally acceptable. Will JOGL even be around for the long term with Sun’s new OpenGL proclaimation?
GL4Java - I can’t even figure out how to install GL4Java correctly. I’ve had zero luck getting anything to work there. Seems to throw files everywhere on install… will it work with all its files being in the current directory instead?
If somebody could give me a little direction here, I’d be eternally grateful.