I’m moving from C/C++ to Java for a game programming project and I’m having a very hard time deciding on which Java/OGL binding to use. I read Jeff’s most interesting FAQ and ran across this jewel:
[quote]Although it doesn’t come up as much in games, it is also worth noting that Java3D can only render in “heavyweight” mode using AWT. That means that if you try to put a “lightweight” Swing component on top of the 3D, it won’t work-- the 3D scene will overwrite the pixels. JOGL supports lightweight mode, so any scenegraph based on it should support lightweight or be easy to modify to do so. If you want a 3D scene in a “window” inside your game, perhaps for a multi-pane adventure game, Java3D is probably not for you.
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This is an important item to me as I wish to render different “real time” camera views in an “instrument console”. For instance, a targeting camera. So, if I’m reading this correctly, to achieve the effect I want, JAVA3D is definately out of the picture and I’ll need to use JOGL and a scenegraph that support it?
Very noobish Q, but hey, gotta ask questions. Thx.
