[x3d-public] [x3dom-developers] ElevationGrid for the modern age

Dave A dave at realmofconcepts.com
Thu Jan 22 14:35:55 PST 2015


Thanks Doug, does that support multiple diffuse textures?

On 1/22/2015 12:35 PM, doug sanden wrote:
> What about that BVHRefiner node, for X3DOM?
>
> http://doc.x3dom.org/tutorials/largeModels/BVHRefiner/index.html
>
>> Are you recommending something like a Terrain node which would include
>> geometry and appearance tied together?
>> I would imagine the Appearance to looks something like this maybe:
>>
>> <Appearance>
>> <ImageTexture index='0' url='"grass.png"'/>
>> <ImageTexture index='1' url='"sand.png"'/>
>> </Appearance>
>> <ElevationGrid .... how it is pretty much with height et al>
>> <Weight index='0' weight = ' 0 .5 .25 .....' One weight for each
>> height ... />
>> <Weight index='1' weight = ' 1 .5 .75 .....' One weight for each
>> height ... />
>> </ElevationGrid>
>>
>> Of course this doesn't account for normal maps or other types of maps
>> that could be included, open to suggestion there. Here's one:
>>
>> <ImageTexture index='0' channel='diffuse' ...
>> <ImageTexture index='0' channel='normal' ...
>>
>   		 	   		
> _______________________________________________
> x3d-public mailing list
> x3d-public at web3d.org
> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>

-- 
Follow me! @thatvrguy




More information about the x3d-public mailing list