[X3D-Public] Support for submeshes?

Tony Parisi tparisi at gmail.com
Mon Feb 4 22:46:09 PST 2013


Multiple Shape nodes wouldn't work: that implies multiple meshes (vs. a
single mesh with multiple materials). Yes, you end up sharing vertices but
the semantic is totally different.

Tony

On Mon, Feb 4, 2013 at 9:22 AM, Dave A <dave at realmofconcepts.com> wrote:

>  Thanks, but again, this is for Interchange, not so much Runtime.
> Maybe a proto would be best, assuming the reader can do protos.
> Actually, I'll just store META data to aid translation.
> I still think a new Node type would be better.
> Also, for interchange, a more semantic way to specify simple shader types
> like Bump, Bump Specular, etc. would be great. Otherwise, the reader needs
> to do some AI to figure out what the intent was.
>
> Cheers
>
> Dave A
>
> On 2/3/2013 11:13 PM, Cecile Muller wrote:
>
> Hi Dave,
>
>
>  Your second idea is indeed correct: DEF the Coordinate node in the first
> Shape and USE it
> in the other Shape, that way you can have a difference Appearance for each
> submesh.
>
>
>  For example:
>
>  #X3D V3.0 utf8
>
>  Shape {
>  appearance Appearance {
>  material Material {
>  emissiveColor 0 1 0
>  }
>  }
>  geometry IndexedFaceSet {
>  coord DEF all_coord Coordinate {
>  point [-1 0 0, 0 0 0, 1 0 0, 0 1 0]
>  }
>  coordIndex [0 1 3 0 -1]
>  }
> }
>
>  Shape {
>  appearance Appearance {
>  material Material {
>  emissiveColor 0 0 1
>  }
>  }
>  geometry IndexedFaceSet {
>  coord USE all_coord
>  coordIndex [1 2 3 1 -1]
>  }
> }
>
>
>  If it's cumbersome, you could have a Script that creates the Shape nodes
> wrapped in a PROTO to have a more friendly interface.
>
>
>  See you,
> Cecile
>
> 2013/2/1 Dave A <dave at realmofconcepts.com>
>
>> Hey all,
>>
>> Been a while since I parsed the spec, but is there support for submeshes?
>> You know, where one set of vertices is shared by different poly or
>> triangle lists, and each of those lists
>> corresponds to a different Appearance?
>>
>> Or would I have to create a Group under which I would put Shapes, with
>> the first Shape's geometry containing the coordinate list (and first
>> submesh's indices),
>> then subsequent Shapes would USE that coordinate list, providing their
>> own indices (and Appearances of course)?
>>
>> Cheers
>>
>> Dave A.
>
>
>
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