The problem, I suspect, is that, like me, most of us here don't know much about X3D except the first summary that google shows, nor what those 30 or so subpanels are meant to display.
You have not explained either, and you have not replied to the suggestions made in the
previous post.
In general the logic is:
1. Read the file and create a set of model objects. This is called your application's
domain model
2. Convert the information in the domain model - things like 3d coordinates, materials or whatever - into renderable graphics objects like points, lines, triangles or textures.
3. Modify the graphics objects according to environmental conditions like camera angle, perspective, lighting and nature of material.
4. Render these graphics objects, either using the GUI framework's methods or something more specialized towards graphics, like JOGL. In Swing, you would write code in
JPanel or JComponent's paintComponent(). JOGL can integrate into a Swing application, such that the windows and controls are provided by Swing but the drawing area is rendered by JOGL.
I'm quite sure there are existing x3d capable java frameworks that can help you with all 4 steps, so that you just have to write the user interface code. Knute has already suggested one; perhaps
you should
research on that.
I'll add this post to our Graphics forum too. Perhaps somebody who has subscribed to that forum will see it and give some helpful info.