[X3D-Public] pseudo-related - was Re: Historical question

Dave A dave at realmofconcepts.com
Mon Jun 6 18:15:41 PDT 2011


Oy! If you can't trust your tools, ...
Oy-- 
Sent from my Android phone with K-9 Mail. Please excuse my brevity.

Russ Kinter <pyth7 at verizon.net> wrote:


Funny, this whole topic is really been-there-damage-done, but it should be
pointed out that vizx3d studio needed cleaned up too.
Read the following fun thread from 2004: 

http://www.web3d.org/x3d/publiclists/vrml_list_archives/0404/msg00011.html

It did lead to Vizx3d to be fixed so its VRML 2.0 output would not contain
exposedFields in Script Nodes. 

Russ Kinter


> -----Original Message-----
> From: x3d-public-bounces at web3d.org [mailto:x3d-public-bounces at web3d.org]
> On Behalf Of Dave A
> Sent: Monday, June 06, 2011 2:17 PM
> To: John Stewart
> Cc: x3d-public at web3d.org list
> Subject: Re: [X3D-Public] pseudo-related - was Re: Historical question
> 
> Thanks Jon. I'm all for cleaning up the generators. Too bad Vivaty
> Studio is off.
> It's hard to find the 'least common denominator' that would run on all
> platforms without
> having the entire spec in-brain.
> 
> On 6/6/2011 11:10 AM, John Stewart wrote:
> > Dave;
> >
> > reading between the lines; some background:
> >
> > 1) FreeWRL used to be very "accepting" of syntax.
> >
> > 2) Some people complained that "invalid syntax" ran in FreeWRL; (see
> note below)
> >
> > 3) some tightening up of spec compliance has occurred. In particular, if
> you invoke "strict" parsing, (eg, command line "freex3d", if it is built
> for your platform) will check each node and each field against specified
> profiles.
> >
> > The note above; I can really understand people wanting the browsers to
> correctly implement the spec, and only the spec. On the other hand, the
> generators should respect the spec, the viewers should render what it can,
> even if it is not totally 100% correct.
> >
> > (it has been a few years since I wrote the tightening via the "freex3d"
> invocation method; have not looked at this part of the code in a long
> time; I assume it still works)
> >
> > Thanks for the interesting discussion.
> >
> >
> > JohnS.
> >
> >
> >
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> 
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