3.4 Summary | JAVA 3D Programming | Chapter 3
3.4
Summary
This example has rather plunged you in at the deep−end of the Java
3D pool. I hope you have enjoyed the guided tour of some of the capabilities of
Java 3D. In the chapters to come we will be picking apart many of the features
listed and showing you how to get the most out of them for your Java 3D
application.
Do not be too concerned if the example code presented in this
chapter looks very intimidating, and the descriptions were too vague. You can
refer to this example as topics such as scenegraphs, geometry, and appearances
are explained in detail in later chapters. This example should have given you a
sense of the power of Java 3D and can serve as a good test bed for
experimenting with your own applications or trying out the ideas presented in
later chapters.
Before you start designing your application, it is important that
you understand the data structure that underlies Java 3D rendering—the
scenegraph. Once you have a firm grasp of it you will quickly be assembling
complex Java 3D functionality that does not suffer from performance problems
and is easily reusable.
So now, on to one of the most important concepts
in Java 3D—the scenegraph.
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