[X3D-Public] Announcement: view3dscene 3.8.0

Joe D Williams joedwil at earthlink.net
Fri Jan 7 20:14:25 PST 2011


OK, Great, that made it work as I expected in Instant also.
Hopefully Octaga, Xj3D, Freewrl and others will agree and people can 
start to use this amazing set of capabilities.

I think this is real important and shows that the basics are fairly 
simple and reliable.
Sorry to be so dense on this, it has been real foggy here.

Now, what about HAnim Displacer? I think BSContact was holding up some 
work in order to get some agreement about how to do it. .

Thanks Again,
Joe


----- Original Message ----- 
From: "Michalis Kamburelis" <michalis.kambi at gmail.com>
To: "Joe D Williams" <joedwil at earthlink.net>
Cc: "x3d-public" <x3d-public at web3d.org>
Sent: Friday, January 07, 2011 7:20 PM
Subject: Re: [X3D-Public] Announcement: view3dscene 3.8.0


>> So, before I take the next step, please tell me your thoughts about 
>> how
>> I could get this to work as it appears in BSContact, that is where 
>> it
>> appears that the texture is bound at initialization and stays stuck 
>> to
>> the appropriate verted as the skin is animated.
>
> The way I see it, you should use explicit texture coordinates. That 
> is,
> simply place inside IndexedFaceSet
>
>  texCoord TextureCoordinate { point [
> ... for each 3D vertex, write it's calculated 2D texture coordinate,
> following the same algorithm that is used for default IndexedFaceSet
> texture mapping ...
> ] }
>
> I managed to hack something close by copying your coord into 
> texCoord,
> and simply discarding 3rd vector component by regexps. It's not 
> exactly
> right (you probably want to rotate or scale the texture more, this 
> can
> be done by textureTransform), but the texture is guaranteed to stay
> stuck to the mesh now. I understand that this is what we want :)
>
> Attaching the result.
>
> Michalis
> 




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