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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