[X3D-Public] Announcement: view3dscene 3.8.0

Joe D Williams joedwil at earthlink.net
Sun Jan 9 14:38:24 PST 2011


didn't get sent to list


> Yes, I think  you are right. I just do not see the difference 
> between the browser using the default texcoords if I don't supply 
> them. In fact, I would refuse to note this as a bug because it works 
> in the leading browser and BS has done more on this than anyone 
> else. So, at this point my guidance would be that if you use 
> BSContact, you don't need to provide any texcoords becauae the 
> default will be used. Any others, you will need to supply some 
> texcorrds because they are too lazy to do the obvious and use the 
> defaults, same as for any other IFS outside of HAnim.
>
> So, to me, no bug, the others are just not doing the expected.
>
> Of course, further down the line we can all imagine that for 
> advanced stuff we most always need to generate a special mapping for 
> the texture. However, I still believe that just using the defaults 
> works out of the box and is desirable. I don't see how using a 
> texcord generator is any better solution.
>
> Thanks Again and Best Regards,
> Joe
>
>
>> Hi Joe,
>> I take it this H-anim bug stuff is related toward the Instant 
>> Player bug you
>> described to Steve Guynup and myself back in November. I have to 
>> admit I do
>> not understand a good deal of the technical aspects behind the bug 
>> and I did
>> not see Yvonne Jung's original post on this thread, but I some how 
>> gather
>> that the bug for Instant Player has been solved by explicitly 
>> stating a
>> TextureCoordinate Node?
>>
>> Thanks!
>> Russ Kinter
>>
>>
>>
>>> -----Original Message-----
>>> From: x3d-public-bounces at web3d.org 
>>> [mailto:x3d-public-bounces at web3d.org]
>>> On Behalf Of Joe D Williams
>>> Sent: Friday, January 07, 2011 11:14 PM
>>> To: Michalis Kamburelis
>>> Cc: x3d-public
>>> Subject: Re: [X3D-Public] Announcement: view3dscene 3.8.0
>>>
>>> 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
>>> >
>>>
>>>
>>> _______________________________________________
>>> X3D-Public mailing list
>>> X3D-Public at web3d.org
>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>
> 




More information about the X3D-Public mailing list