• Create BookmarkCreate Bookmark
  • Create Note or TagCreate Note or Tag
  • PrintPrint
Share this Page URL
Help

Chapter 11. JAVA 3D OVERVIEW > Straddling the Middle

Straddling the Middle

A question commonly asked about Java 3D is how it compares existing APIs for doing 3D graphics. On one side of the fence are the established rendering APIs such as OpenGL and Direct3D, while on the other are 3D file formats such as DXF and, to some extent, VRML (VRML isn't merely a 3D file format, although it isn't a full-blown 3D programming API, either).

In short, Java 3D falls somewhere in the middle, with capabilities more like those of rendering APIs than file formats. Although it offers a high-level, scene graph programming model that shields programmers from low-level rendering details (through which many behavioral aspects such as those found in VRML can be produced), it also permits low-level control similar to that of OpenGL and Direct3D. Like VRML, Java 3D allows developers to focus on scene composition rather than rendering (what to draw, not how to draw), although Java 3D's also offers low-level rendering control that VRML does not provide.


PREVIEW

                                                                          

Not a subscriber?

Start A Free Trial


  
  • Creative Edge
  • Create BookmarkCreate Bookmark
  • Create Note or TagCreate Note or Tag
  • PrintPrint