[x3d-public] [x3d] V4.0 Open discussion/workshop on X3D HTML integration

doug sanden highaspirations at hotmail.com
Thu Jun 9 15:45:29 PDT 2016


yes its kind of like like opengl.

more..
(opengl domain) opengl32.dll in windows didn't change for decades, and the updates were handled by plugin extensions - analogous to protos - 'wrangled' by glew. 

(opengl wrangler domain) Q. could a scene with high level v3.3 node declarations be wrangled into a scene with protos, depending on the node support of the target renderer?

(compiler domain) could v3.3 scenery high level nodes be compiled to more primitive nodes and prototypes, depending on the target renderer, for example a scene with declared high-level extrusion nodes and text in v3.3 compiled to simpler nodes / fixed geometry / indexedfaceset for primitive renderers?


________________________________________
From: x3d-public <x3d-public-bounces at web3d.org> on behalf of cbullard at hiwaay.net <cbullard at hiwaay.net>
Sent: June 9, 2016 3:42 PM
To: Don Brutzman
Cc: Leonard Daly; X3D Graphics public mailing list; 'x3D WG'
Subject: Re: [x3d-public] [x3d] V4.0 Open discussion/workshop on X3D HTML integration

That is why VRML/X3D still works.   The content still works.

And that, old friends, is what standards do when Don's perfect description of
their mission is understood.  Data driven content.   Spec driven
processor. Long life cycle content.  Considering just how hard that
problem really is for real time 3D distributed systems, the fact that
this language community is this old and it all still works?  Is
freakin' amazing.  That's the existence proof of Don's admonition.

This many decades on?  Well done. Really,

len



Quoting Don Brutzman <brutzman at nps.edu>:

"Traits like "dominant" or popular or common or whatever can be good
guidelines, but they are not the bottom line.  Well-defined,
repeatable functional correctness is. "


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