[X3D-Public] got MultiTexture and MultiTextureTransform example scenes?
Joe D Williams
joedwil at earthlink.net
Wed Apr 24 09:08:46 PDT 2013
link to multitexture
----- Original Message -----
From: "Dave A" <dave at realmofconcepts.com>
To: "Don Brutzman" <brutzman at nps.edu>
Cc: "X3D Graphics public mailing list" <x3d-public at web3d.org>
Sent: Thursday, April 04, 2013 12:15 AM
Subject: Re: [X3D-Public] got MultiTexture and MultiTextureTransform
> Thanks, good to know.
> I'm working on an exporter for Unity. I'm not sure if I'm outputting
> 'to spec' as I have no way to test it visually, if I can't find a
> compliant player. Relying on X3D-Edit will assure me that my syntax
> is right (or wrong), but I can't tell if it looks right. And from a
> previous post, using DOT3 or whatever is not really what I would
> want, or what people do these days, anyway.
> If everyone is going in different directions, maybe because the
> world has changed since that spec was written (and quite
> understandably so), we should look at revising the spec.
> I'm not really an expert at shaders, which seems to be the way the
> world is going. And every shader can have its own set of parameters.
> This make players more likely to support (?) but makes is quite
> difficult for interchange, especially when interchange wants
> something minimally complete.
> I normally like to write to 'immersive' or some such profile, so I
> can see what my file contains, in theory. But I can see now where a
> simplified Interchange multi-texturing and/or shader set of
> nodes/fields might be an option.
> That, or as X3DOM and others have done, use a more generic,
> universal shader that can take some common surface types.
> I would bet that most materials ever used are diffuse, bump-diffuse,
> and bump-diffuse-specular, perhaps add emissive to that as well.
> With transparency (both in the diffuse bitmap and the main color).
> More exotic surfaces (water, glass, plasma-lava-antigrav polyalloy)
> would require shaders, custom ones. Kudos for shader support!
> Unity has a ShaderLab shader syntax which compiles down to DirectX,
> OpenGL and OpenGLES. Perhaps something like that would be needed for
> true interchange and universal interoperability.
> For my purposes, I've given in to using META tags to get my data
> across. Which is 1 - ok for my project, as I'm doing both export and
> import, and 2 - sucks for anyone else that wants to import or export
> to this system.
> I'd really like to see the extenstions that Bitmanagement and
> Fraunhofer have done (in IR and X3DOM) given a good deal of
> consideration. Also consider the current direction and likely future
> of this, and needs of 'for display' and 'for interchange' taken into
> I wish I could be more help, but as I said, I'm not really a shader
> expert. I just know I need to get a bumped-diffuse-specular object
> saved and loaded again!
> But if you do happen to want my input on this, I will be glad to
> provide it.
> Dave A.
> On 4/2/2013 7:53 PM, Don Brutzman wrote:
>> I was asked:
>>> BTW: Do you know of ANY multi-texture examples in XML-based X3D?
>> We have support for MultiTexture and MultiTextureTransform in
>> X3D-Edit, tooltips, DTD and schema.
>> However we don't have any in the X3D Basic examples archive.
>> Does anyone know of candidate examples? Or perhaps you are willing
>> to create one? That would be good to add to the archive so that we
>> can encourage consistent support among browsers.
>> TIA for all pointers or submissions.
>> all the best, Don
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