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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