2.5 Summary | JAVA 3D Programming | Chapter 2
2.5 Summary
The MyJava3D example application should have
demystified some of the magic of 3D rendering and provided the opportunity to
experiment with and test your own rendering functionality. A useful exercise
would be to add some form of depth sorting or a Z−buffer to the
AwtRenderingEngine. With some enhancements, it might be useful in its own right
as a lightweight 100 percent Java rendering engine.
The example reinforces how much more convenient it
is to leverage a graphics API such as Java 3D. Not only does Java 3D handle
(through OpenGL or Direct3D) low−level issues such as Z−buffering, but it also
defines classes for specifying geometry and a rendering abstraction called the
scenegraph.
The next chapter steps you through creating your
first simple Java 3D application, so let’s go!
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