[X3D-Public] got MultiTexture and MultiTextureTransform example scenes?

Michalis Kamburelis michalis.kambi at gmail.com
Wed Apr 24 09:29:17 PDT 2013


xj3d about multi-texturing:
http://www.xj3d.org/extensions/multitexture.html (looks old)
http://www.xj3d.org/status.html (search "MultiTexture", and see note
at the bottom: "
  MultiTexture - Not all the modes are transcribed to the underlying API").

2013/4/24 Joe D Williams <joedwil at earthlink.net>:
> link to multitexture
>
> http://www.bitmanagement.com/support/developer-area/bs-contact/feature-labs/appearance/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 example
> scenes?
>
>
>
>> Don,
>>
>> 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 account.
>>
>> 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.
>>
>> Cheers
>>
>> 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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