3D graphics programming in Java, Part 3: OpenGL

Advantages and disadvantages to Java-to-OpenGL bindings vs. the Java 3D API implementation from Sun

It has been a while since our last installment in this series on 3D graphics programming in Java (more on that at the end of this column). Here's a quick refresher on what we were last discussing and where we left off.

In the previous two columns (see Resources), we explored Java 3D. We discussed static content and small scenes, then used larger scene graphs and built interactivity into some basic 3D worlds.

Now that you know a little bit about using Java 3D, it's time to compare and contrast the Java 3D approach to 3D graphics with the leading graphics API contender: OpenGL.

Please note that this article was originally intended to be code-intensive, but the late-breaking decision by Arcane Technologies concerning the Magician binding (see below) necessitated the removal of the code examples. I hope this article's content can be adapted for a future Java-OpenGL binding, as yet unavailable from the OpenGL Consortium.

In any event, I've endeavored to provide all the relevant and useful OpenGL-related references and URLs in the Resources at the end of this column. If you would like to dig further into Java-OpenGL, I strongly recommend that you review these references.

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