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    The one's I'm dealing with are more than Material, they hold
    textures, shaders, that's Appearance.<br>
    <br>
    There is one set of vertices, but each sub-mesh is defined by a list
    of indices (each 3 is a triangle) into that one vertex list.<br>
    <br>
    Dave A<br>
    <br>
    <div class="moz-cite-prefix">On 2/6/2013 10:07 AM, Tony Parisi
      wrote:<br>
    </div>
    <blockquote
cite="mid:CAHNoKZh9Znh4E90P4xre8pz3h4BsTPs1DtsjUqn-DdV19hqKkQ@mail.gmail.com"
      type="cite">Maybe I'm confused, but the point of submesh materials
      is that there is only one set of coordinates and indices, but
      there are multiple materials. So it's more like you need just a
      new kind of Material node, MultiMaterial, that has a set  of
      materials, and the lists of indices for each material. Something
      like<br>
      <br>
      MultiMaterial : X3DMaterialNode<br>
      {<br>
        MFNode material          [ ]  [X3DMaterialNode]<br>
        MFNode materialMap   [ ]  [MaterialMap]  <br>
      }<br>
      <br>
      MaterialMap {<br>
        SFInt32 materialIndex  0  [0..65535]<br>
        MFInt32 faceIndex       [ ] [0..65535]<br>
      }<br>
      <br>
      materialIndex identifies which material from the containing
      MultiMaterial node;<br>
      faceIndex is a list of indices into the one mesh defined by the
      containing Shape node's geometry<br>
      <br>
      Tony<br>
      <br>
      <div class="gmail_quote">
        On Wed, Feb 6, 2013 at 9:25 AM, Dave <span dir="ltr"><<a
            moz-do-not-send="true"
            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">
          I've only been dealing with triangle lists, so I'm not sure
          how this would scale to other types, but what I was thinking
          was something like:<br>
          <br>
          MultiShape<br>
            InOutMFNode appearances[]<br>
            geometry MultiITS<br>
               InOut MFVec3f coords<br>
               InOut MFNode indices<br>
                   where each of these nodes contains the triangle list,
          first index list corresponds to first Appearance and so on<br>
          <br>
          Problems:<br>
          X3D not putting indices in nodes but in attributes<br>
          XML is supposed to be order-independent<br>
          I'll noodle on it some more<br>
          Dave A
          <div>
            <div><br>
              <br>
              On 2/6/2013 8:06 AM, Joe D Williams wrote:<br>
            </div>
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          <blockquote class="gmail_quote" style="margin:0 0 0
            .8ex;border-left:1px #ccc solid;padding-left:1ex">
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                <blockquote class="gmail_quote" style="margin:0 0 0
                  .8ex;border-left:1px #ccc solid;padding-left:1ex">
                  Like everything else it should be fairly<br>
                </blockquote>
                straightforward and somewhat human readable.<br>
                <br>
                Yes, Please. Most importantly how this works with
                H-Anim2 deformable skin liveness, which is most needed.<br>
                <br>
                InOut MFInt32 appearanceCount []<br>
                <br>
                Thanks,<br>
                Joe<br>
                <br>
                <br>
                <br>
              </div>
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      <br>
      -- <br>
      Tony Parisi                             <a moz-do-not-send="true"
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