[x3d-public] [x3dom-developers] [X3D-Public] Prototype

Daniel Vera d.a.vera at warwick.ac.uk
Mon Feb 16 09:53:42 PST 2015


Are there any (even simple) practical examples on how to use 
webcomponent to emulate proto in X3Dom?

Also, was the purpose of PROTO in VRML to provide a simple (i.e. 
VRML-syntax-only and accessible to non programmer) way to 
define/instantiate custom nodes? Having to use something like web 
component that requires additional knowledge and programming, etc, would 
miss the point in my opinion. Does it make sense?

Also, PROTO/EXTERNPROTOS mechanism is (with ECMA script capabilities, 
the event model, etc.) the only thing that differentiate VRML/X3D from 
"mere" 3D interchange formats (I am thinking JT, 3DPDF etc, which are 
increasingly used in my field of application). Reducing X3Dom 
specification by not implementing PROTO might contribute to mitigate 
this differentiator and impact adoption for a certain class of users?

Regards, Daniel

PS: apologies for sending this to multiple mailing lists. plz let me 
know which one this should this be mailed to.

> Behr, Johannes <mailto:johannes.behr at igd.fraunhofer.de>
> 15 February 2015 17:41
>> Don't x3dom components solve the proto problem? I've used them and they seem a lot less obtuse than protos
>
> Partially. You can use x3dom components to provide e.g. a node-library but not to declare new node types as part of your content. This is what you can do with prototypes.
>
> Best regards
> Johannes
>
>> Sent from my iPhone
>>
>> On 2015-02-14, at 15:08, David Sankel<camior at gmail.com>  wrote:
>>
>>> On Sat, Feb 14, 2015 at 9:51 AM, Alan Hudson<alan at shapeways.com>  wrote:
>>> Not too be a hater but I don't think its a good idea to include PROTO's into X3DOM.  The VRML/X3D proto spec + scripting interactions is very hard to get cross platform.  I spent many years dealing with it and its just too much work.
>>>
>>> Could you elaborate on specifically where the difficulties lie?
>>>
>>> -- David Sankel
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>
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> Alan Hudson <mailto:alan at shapeways.com>
> 14 February 2015 16:51
> Not too be a hater but I don't think its a good idea to include 
> PROTO's into X3DOM.  The VRML/X3D proto spec + scripting interactions 
> is very hard to get cross platform.  I spent many years dealing with 
> it and its just too much work.  Personally I'd rather see that 
> development time spent elsewhere improving X3DOM.  It's very helpful 
> to be able to define your own vocabulary but as it stands PROTO's are 
> not a proven cross platform way to do it.  Maybe the other web native 
> routes will have better luck.
>
>
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> Andreas Plesch <mailto:andreasplesch at gmail.com>
> 13 February 2015 20:54
> Indeed, not having a PROTO node is a substantial lack of functionality 
> in the x3dom code base and a loss if compared with standalone x3d 
> browsers. At the risk of misinterpretation, to me it looks like there 
> was conscious decision by the x3dom developers at some early point 
> that the certainly very substantial cost of developing such 
> functionality outweigh the expected benefits. This may have changed by 
> now, x3dom-developers ?
> If not, it follows that there would be a large demand for guidance in 
> terms of documentation, tutorials and perhaps tools on how to 
> convert/translate PROTOs into x3dom compatible js code or custom x3dom 
> nodes. I tried to provide some initial pointers but clearly input by 
> the x3dom group is what is really required.
> -Andreas
>
>
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