Suitability questions.

I’m almost completely decided in favour of porting to Xith3D from java3D at this point, but I have a few remaining questions before doing so. Pardon my cluelessness.

Number one- When I go to the JOGL homepage, it mentions GCC as a requirement on OSX and Linux. Will JWS permanently install JOGL/vecmath for the user, including native libraries?
Number two- Does JWS leave the user with a permanent, relatively easily accessible copy of the .class files I write?
Number three- I gather lights in Xith3D operate on a node-descendant basis. Is it possible to set them back to straightforward bounds checking?
Number four- I know Xith3D supports multi-texturing. Would this include proper alpha-compositing of layered images, rather than the simple proportional blend that Java3D can do?

Thanks for your time.

I am sorry if this is obvious information to you, but I have skimmed over the Xith3D FAQ and some JWS descriptions, and can’t seem to glean exactly the needed information. Any feedback would be appreciated. Thank you.

About Number One:
you don’t need to compile the OpenGL bindings. You won’t need to do this as a developer nor as a user. Xith3d simply uses the jogl/lwjgl packages (.jar - Files) and native libs. For a JWS apllication these would simply have to be added to the jws package. For example you can simply test the Xith demos that are already on the net (go to xith.org > demos)

About Number Two: I can’t answer you there

About Number Three: What do mean by that? (“straightforward bounds checking”)

About Number Four: In Xith you can have different Texture-Unit-States,like in Java3D, where you can also blend around with alpha-textures. + I believe there is also a other way of doing this (there has to be a bumpmapping demo somewhere around, that uses that), but you’ll have to have the GL-Extensions for that.

Arne

[quote]About Number Three: What do mean by that? (“straightforward bounds checking”)
[/quote]
As in, set the influencing bounds for the light.

[quote]About Number Four: In Xith you can have different Texture-Unit-States,like in Java3D, where you can also blend around with alpha-textures. + I believe there is also a other way of doing this (there has to be a bumpmapping demo somewhere around, that uses that), but you’ll have to have the GL-Extensions for that.
[/quote]
Really? I never seemed to be able to do proper alpha-compositing with TextureUnitStates in java. But I guess that would be another topic. Thanks for the info.