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+<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
+<html>
+<head>
+ <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
+ <meta name="GENERATOR" content="Mozilla/4.75 [en] (X11; U; Linux 2.4.0-test4 i686) [Netscape]">
+</head>
+<body text="#000000" bgcolor="#E6E6FF" link="#0000EF" vlink="#51188E" alink="#FF0000">
+
+<center>
+<h2>
+OpenGL<SUP><FONT SIZE="1">TM</FONT></SUP>
+for Java<SUP><FONT SIZE="1">TM</FONT></SUP>
+/ Overview / Purpose</h2></center>
+
+<center>
+<h2>
+Accessing Native OpenGL From The Java Side</h2></center>
+
+<ul>
+<li>
+OpenGL is the industry standard 3D API originally created by SGI (->
+<a href="http://www.opengl.org/">http://www.opengl.org</a>
+).</li>
+
+<ul>&nbsp;
+<br>OpenGL is known as the standard 3D API for serious CAD development,
+creation &amp; visualisation.
+<p>Today, also games does use OpenGL as its underlying 3D renderer machine,
+<br>because of its reliability and the existing consumer graphic cards
+with OpenGL hardware acceleration.
+<p>The benefits of OpenGL are described under:
+<a href="http://www.opengl.org/About/About.html">http://www.opengl.org/About/About.html</a>
+.
+<br>&nbsp;</ul>
+
+<li>
+GL4Java adds native OpenGL access to the Java Virtual Machine (JVM).</li>
+
+<ul>&nbsp;
+<br>Applications as well as Applets can use OpenGL,
+<br>if the GL4Java-Extension is installed on the users machine.
+<p>Currently the following JVM's are supported
+<br>&nbsp;
+<ul>
+<li>
+Sun's JVM (all types of: Blackdown, IBM, ...)</li>
+
+<ul>
+<li>
+GNU/Linux</li>
+
+<li>
+Other Unices (Solaris, Irix, ..)</li>
+
+<li>
+Win9x, WinNT, ...</li>
+
+<li>
+Macintosh ...</li>
+</ul>
+
+<li>
+MS-JVM (build >=3186 )</li>
+</ul>
+
+<p><br>The Installation can be made via the GL4Java-Installer,
+<br>which can be start from a Web-Browser and installs GL4Java on the fly
+from the Web,
+<br>or runs as a standalone application from your local harddisk.
+<br>&nbsp;</ul>
+
+<li>
+The performance of GL4Java applications depends on:</li>
+</ul>
+
+<ul>
+<ul>
+<li>
+The underlying JVM implementation (Native Threads/JIT/Hotspot/...)</li>
+
+<li>
+The underlying OpenGL implementation (Hardware Accelerated vs Software
+Rendering)</li>
+</ul>
+
+<br>&nbsp;
+<ul><font size=-1>With new world JVM's and OpenGL graphic cards and their
+libraries,</font>
+<br><font size=-1>you can expect a very usable performance - nearly high
+as the native applications.</font>
+<br><font size=-1>The biggest performance difference is the algorythm part</font>
+<br><font size=-1>of your GL4Java application, which you might use and
+need for geometric calculations,</font>
+<br><font size=-1>game logic, etc. The OpenGL glue in the GL4Java-Extension,
+which makes the connection</font>
+<br><font size=-1>to the native OpenGL library, is as small as it can be
+!</font></ul>
+</ul>
+
+<center><img SRC="../images/gnubanner.jpg" NOSAVE height=60 width=468></center>
+
+</body>
+</html>