[Source] problem with jgeom build, java3d dependency

Alan Hudson alan at shapeways.com
Fri Nov 29 12:27:25 PST 2013


yes agreed its very similar.  The X3D spec is much easier if all it
contains is transform flattened IndexedTriangleSets :)


On Fri, Nov 29, 2013 at 12:07 PM, Rune Aasgard <rune.aasgaard at norkart.no>wrote:

> No, I’m not looking for server side rendering, only processing of shapes
> for generating a more render friendly data structure: converting polygons
> to indexed triangle lists, generating surface normals,  assembling
> geometries with equal appearance, flattening transform hierarchies etc… And
> that will only be done for buildings and similar objects, terrains will be
> handled in other ways. It actually sounds very much like what you describe.
>
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> Rune
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> *Fra:* Alan Hudson [mailto:alan at shapeways.com]
> *Sendt:* 29. november 2013 19:38
> *Til:* Rune Aasgard
> *Kopi:* source at web3d.org
> *Emne:* Re: [Source] problem with jgeom build, java3d dependency
>
>
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>
> On Fri, Nov 29, 2013 at 10:29 AM, Rune Aasgard <rune.aasgaard at norkart.no>
> wrote:
>
>
> I added depth sorting to the DefaultPickingHandler and sent it to the
> aviatrix3d-discuss list without receiving any response. It was about two
> years ago, and at the same time I found that Yumetech had disappeared so I
> started to believe the whole project was down the drain.
>
> yea that was a bummer but we moved on.
>
>
>
>
> So now I am looking into WebGL and Android as client platforms. The lack
> of good libraries and the limited computing power on such platforms makes
> importing structured high-level graphic difficult and we may turn to a
> solution where complex structures are flattened and triangulated
> server-side. What Alan is doing with Xj3D for server side processing sounds
> interesting and I would be very interested in examples and documentation!
>
> I'm using it for processing user uploads for 3D printing at Shapeways.
>  While we sometimes render those on the server with Blender or Xj3D we
> haven't been doing any server-side real-time rendering like onlive etc.  So
> likely not helpful in that regard.
>
>
>
> I've been using X3DOM a fair bit recently and pleasantly happy with its
> performance.  That said I'm doing single Shape node triangle pushes so its
> hard to mess that up.  I suspect in your terrain applications with lots of
> shapes and network load/unload it might be a different story.
>
>
>
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