Recipe for Writing a Java 3D Application
We are now going to describe the basic paradigm for writing a Java 3D application. To repeat, most of the programming effort goes into creating one or more BranchGroups for holding content. BranchGroups are the fundamental organizational structure to use when building the scene graph and are a mandatory element of all Java 3D programs.
All Java 3D programs have a basic set of ingredients that must be present in order to do anything. The classes for these objects are listed in Table 11.2.
|BranchGroup||The root of a subgraph; most commonly takes the form of a scene subgraph, but also represents the view ...|