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<p>I would like to know what people think of the concept of
flattening out portions of the scene graph. Specifically the Shape
node and its contents. The current structure for an object is
something like:</p>
<p><tt><Transform translation='1 2 3' orientation='.707 .707 0 1'
scale='.6 1.2 1.8'><br>
<Shape><br>
<Box size='3 2 1'/><br>
<Appearance><br>
<Material diffuseColor='1 .5 0'/><br>
<ImageTexture url='wrap.jpg'/><br>
</Appearance><br>
</Shape><br>
</Transform></tt></p>
<p><tt><br>
</tt></p>
<p>Of course there any many different ways to have a Shape node, but
using this as an example...</p>
<p>Create a new node called Mesh and put all of the children
attributes and parent Transform (if one exists) attributes into
the node as such</p>
<p><tt><Mesh <br>
translation='1 2 3' <br>
orientation='.707 .707 0 1' <br>
scale='.6 1.2 1.8'<br>
geometry='Box:size (3 2 1)'<br>
diffuseColor='orange'<br>
texture='url (wrap.jpg)' /></tt></p>
This may not be the best choices for various attributes and
something more complex would need to be done for the non-primitive
geometries (e.g., IndexedFaceSet, ElevationGrid). <br>
<br>
At this time I am just considering the implications of this kind of
structure. <br>
<br>
Thanks,<br>
<br>
<div class="moz-signature">-- <br>
<font class="tahoma,arial,helvetica san serif" color="#333366">
<font size="+1"><b>Leonard Daly</b></font><br>
3D Systems & Cloud Consultant<br>
LA ACM SIGGRAPH Chair<br>
President, Daly Realism - <i>Creating the Future</i>
</font></div>
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