C H A P T E R  13

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Java3D

Writing 3D applications used to be hard because a developer needed to know math, have intimate hardware knowledge, and it that hardware knowledge usually didn't transfer very well across platforms. A typical application would have to be programmed for a specific video card. As time progressed, there were new abstractions that within a platform allowed the use of a common API. This common API then either used the capabilities of the video card or implemented them in software, but it was still OS-dependent (Direct3D for Windows, OpenGL for Windows, and other OSs). Finally with Java3D, you get platform-independence and ...

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