[X3D-Public] Support for submeshes?

Richard F. Puk puk at igraphics.com
Tue Feb 5 13:31:42 PST 2013


Hi, Tony and Dave -

 

How about someone proposing such a node so that its specific characteristics
can be evaluated? Everyone knows what a submesh is but how to fit it in
cleanly in the X3D architecture is somewhat open. Please provide a proposed
node definition.

 

n  Dick

 

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From: X3D-Public [mailto:x3d-public-bounces at web3d.org] On Behalf Of Tony
Parisi
Sent: Tuesday, February 5, 2013 9:26 AM
To: Dave A
Cc: x3d public mailing list
Subject: Re: [X3D-Public] Support for submeshes?

 

Yeah it's been that way for 2 decades now. Would be nice to have submesh
materials, all modern tools and rendering systems have them.

On Tue, Feb 5, 2013 at 9:01 AM, Dave A <dave at realmofconcepts.com> wrote:

So, this means that no X3D player could really understand the modern(?)
concept of a mesh with several materials (actually, modelling programs been
making them for a long time, was something I faced on the Max to X3D
exporter).

I think it's time for a new node to be added to the spec!

Dave A.





On 2/4/2013 10:46 PM, Tony Parisi wrote:

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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-- 
Tony Parisi                             tparisi at gmail.com
CTO at Large                         415.902.8002
Skype                                     auradeluxe
Follow me on Twitter!             http://twitter.com/auradeluxe
Read my blog at                     http://www.tonyparisi.com/

Read my book! WebGL, Up and Running
http://shop.oreilly.com/product/0636920024729.do
http://www.amazon.com/dp/144932357X

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