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.<br><br>Tony<br><br><div class="gmail_quote">
On Mon, Feb 4, 2013 at 9:22 AM, Dave A <span dir="ltr"><<a href="mailto:dave@realmofconcepts.com" target="_blank">dave@realmofconcepts.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">

  
    
  
  <div text="#000000" bgcolor="#FFFFFF">
    Thanks, but again, this is for Interchange, not so much Runtime.<br>
    Maybe a proto would be best, assuming the reader can do protos.<br>
    Actually, I'll just store META data to aid translation.<br>
    I still think a new Node type would be better.<br>
    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.<br>
    <br>
    Cheers<span class="HOEnZb"><font color="#888888"><br>
    <br>
    Dave A <br></font></span><div><div class="h5">
    <br>
    <div>On 2/3/2013 11:13 PM, Cecile Muller
      wrote:<br>
    </div>
    </div></div><blockquote type="cite"><div><div class="h5">Hi Dave,
      <div><br>
      </div>
      <div><br>
      </div>
      <div>
        <div>Your second idea is indeed correct: DEF the Coordinate node
          in the first Shape and USE it </div>
        <div>in the other Shape, that way you can have a difference
          Appearance for each submesh.</div>
      </div>
      <div><br>
      </div>
      <div><br>
      </div>
      <div>
        <div>For example:</div>
        <div><br>
        </div>
        <div>#X3D V3.0 utf8</div>
        <div><br>
        </div>
        <div>Shape {</div>
        <div><span style="white-space:pre-wrap"> </span>appearance
          Appearance {</div>
        <div><span style="white-space:pre-wrap"> </span>material
          Material {</div>
        <div><span style="white-space:pre-wrap"> </span>emissiveColor
          0 1 0</div>
        <div><span style="white-space:pre-wrap"> </span>}</div>
        <div><span style="white-space:pre-wrap"> </span>}</div>
        <div><span style="white-space:pre-wrap"> </span>geometry
          IndexedFaceSet<span style="white-space:pre-wrap"> </span>{</div>
        <div><span style="white-space:pre-wrap"> </span>coord
          DEF all_coord Coordinate {</div>
        <div><span style="white-space:pre-wrap"> </span>point
          [-1 0 0, 0 0 0, 1 0 0, 0 1 0]</div>
        <div><span style="white-space:pre-wrap"> </span>}</div>
        <div><span style="white-space:pre-wrap"> </span>coordIndex
          [0 1 3 0 -1]</div>
        <div><span style="white-space:pre-wrap"> </span>}</div>
        <div>}</div>
        <div><br>
        </div>
        <div>Shape {</div>
        <div><span style="white-space:pre-wrap"> </span>appearance
          Appearance {</div>
        <div><span style="white-space:pre-wrap"> </span>material
          Material {</div>
        <div><span style="white-space:pre-wrap"> </span>emissiveColor
          0 0 1</div>
        <div><span style="white-space:pre-wrap"> </span>}</div>
        <div><span style="white-space:pre-wrap"> </span>}</div>
        <div><span style="white-space:pre-wrap"> </span>geometry
          IndexedFaceSet<span style="white-space:pre-wrap"> </span>{</div>
        <div><span style="white-space:pre-wrap"> </span>coord
          USE all_coord</div>
        <div><span style="white-space:pre-wrap"> </span>coordIndex
          [1 2 3 1 -1]</div>
        <div><span style="white-space:pre-wrap"> </span>}</div>
        <div>}</div>
        <div><br>
        </div>
        <div><br>
        </div>
        <div>If it's cumbersome, you could have a Script that creates
          the Shape nodes</div>
        <div>wrapped in a PROTO to have a more friendly interface.</div>
        <div><br>
        </div>
        <div><br>
        </div>
        See you,</div>
      <div>Cecile</div>
      <div><br>
        <div class="gmail_quote">2013/2/1 Dave A <span dir="ltr"><<a href="mailto:dave@realmofconcepts.com" target="_blank">dave@realmofconcepts.com</a>></span><br>
          <blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
            Hey all,<br>
            <br>
            Been a while since I parsed the spec, but is there support
            for submeshes?<br>
            You know, where one set of vertices is shared by different
            poly or triangle lists, and each of those lists<br>
            corresponds to a different Appearance?<br>
            <br>
            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),<br>
            then subsequent Shapes would USE that coordinate list,
            providing their own indices (and Appearances of course)?<br>
            <br>
            Cheers<br>
            <br>
            Dave A.</blockquote>
        </div>
      </div>
      <br>
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<br></blockquote></div><br><br clear="all"><br>-- <br>Tony Parisi                             <a href="mailto:tparisi@gmail.com" target="_blank">tparisi@gmail.com</a><br>CTO at Large                         415.902.8002<br>
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