Yeah it's been that way for 2 decades now. Would be nice to have submesh materials, all modern tools and rendering systems have them.<br><br><div class="gmail_quote">On Tue, Feb 5, 2013 at 9:01 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">
    So, this means that no X3D player could really understand the
    modern(?) concept of a mesh with several materials (actually,
    modelling programs been making them for a long time, was something I
    faced on the Max to X3D exporter).<br>
    <br>
    I think it's time for a new node to be added to the spec!<span class="HOEnZb"><font color="#888888"><br>
    <br>
    Dave A.</font></span><div><div class="h5"><br>
    <br>
    <br>
    <div>On 2/4/2013 10:46 PM, Tony Parisi
      wrote:<br>
    </div>
    <blockquote type="cite">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><font color="#888888"><br>
                <br>
                Dave A <br>
              </font></span>
            <div>
              <div> <br>
                <div>On 2/3/2013 11:13 PM, Cecile Muller wrote:<br>
                </div>
              </div>
            </div>
            <blockquote type="cite">
              <div>
                <div>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>
                  <fieldset></fieldset>
                  <br>
                </div>
              </div>
              <div>
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      Tony Parisi                             <a href="mailto:tparisi@gmail.com" target="_blank">tparisi@gmail.com</a><br>
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</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>Skype                                     auradeluxe<br>
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