[x3d-public] List of X3D problems or missing features, from the point of view of Michalis and Castle Game Engine

GPU Group gpugroup at gmail.com
Wed Mar 7 05:57:21 PST 2018


Michalis,
https://github.com/michaliskambi/x3d-tests/wiki/Make-RGB-and-grayscale-textures-treatment-consistent
https://github.com/michaliskambi/x3d-tests/wiki/Make-RGB-and-grayscale-textures-treatment-consistent#exact-equations-change
OK, looks good to me - I approve for v4 on behalf of freewrl project.
Mar 7, 2018, 1:47pm GMT.
I wonder what other browser developers think.
-Doug


On Wed, Mar 7, 2018 at 4:04 AM, Michalis Kamburelis <
michalis.kambi at gmail.com> wrote:

> 2018-03-07 2:59 GMT+01:00 GPU Group <gpugroup at gmail.com>:
> > Michalis,
> > http://dug9.users.sourceforge.net/web3d/temp/lighting_4_draft0.html
> > - is this what you mean for blending - changes to the lighting tables,
> do I
> > have it right?
>
> Your table changes on
> http://dug9.users.sourceforge.net/web3d/temp/lighting_4_draft0.html
> are not *exactly* what I propose.
>
> I have updated my page
> https://github.com/michaliskambi/x3d-tests/wiki/Make-RGB-and-grayscale-
> textures-treatment-consistent
> , and included a new proposed versions of these tables, with changes
> marked in bold. See the section "Exact equations change", direct link:
> https://github.com/michaliskambi/x3d-tests/wiki/Make-RGB-and-grayscale-
> textures-treatment-consistent#exact-equations-change
>
> Many thanks for encouraging me to do this, I think that the point is
> clearer (and more precise) now.
>
> As for why your changes on
> http://dug9.users.sourceforge.net/web3d/temp/lighting_4_draft0.html
> are not *exactly* what I had in mind:
>
> 1. In your table, if we have a Color node <> NULL, then you multiply
> Color node (I_Crgb) with Material.diffuseColor (I_Drgb). Thus you
> would change more than I propose. Right now, the X3D specification
> says that the Color node (if present) effectively replaces
> Material.diffuseColor, i.e. Material.diffuseColor is ignored when
> Color node is present. And I do not propose to change it, as I think
> it's acceptable.
>
>     (To be clear: I would *also* be OK with multiplying
> "Material.diffuseColor * Color node". But the behavior when Color node
> replaces Material.diffuseColor is also OK, and this is consistently
> implemented as far as I tested. So I do *not* want to break
> compatibility here.)
>
> 2. You do not show that Material alpha (1-transparency) is multiplied
> by texture alpha.
>
>     (In my initial proposal version, I indeed wanted to avoid talking
> about alpha. But our conversation in this thread shown me that it
> should be discussed (and changed) along with RGB.)
>
> Thank you.
>
> Best regards,
> Michalis
>
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