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<p>Specification says still something different:</p>
<p><a class="moz-txt-link-freetext" href="https://www.web3d.org/documents/specifications/19775-1/V3.3/Part01/components/geometry3D.html#IndexedFaceSet">https://www.web3d.org/documents/specifications/19775-1/V3.3/Part01/components/geometry3D.html#IndexedFaceSet</a><br>
There shall be at least as many indices in the <i>colorIndex</i>
field as there are faces in the IndexedFaceSet. If the greatest
index in the <i>colorIndex</i> field is N, there shall be N+1
colours in the <i>X3DColorNode</i></p>
<p>To use the last color value if there are less values could be
possible, but what is with TextureCoordinate? X3Dom uses modulo if
there are less indices:<br>
<span class="pl-smi">texCoords</span>.<span class="pl-c1">push</span>(
texCoords[ i <span class="pl-k">%</span> lastTexCoord ] );<br>
This behavior is used in
<a class="moz-txt-link-freetext" href="https://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/JoeSkinTexcoordDisplacerKickIndex.html">https://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/JoeSkinTexcoordDisplacerKickIndex.html</a></p>
<p>But spec say that there should be as many tex coords as indices,
nothing about a special behaviour.<br>
</p>
<p>But there are also FogCoordinate, Normal, X3DVertexAttributeNode.
What special behavior should these nodes follow, more like Color
or more like texCoord, or something very different? Confusing.
Spec is quite clear in that point, the behavior is undefined if
there are to less values.<br>
</p>
<p>Best regards,<br>
Holger<br>
</p>
<p><br>
</p>
<div class="moz-cite-prefix">On 27.11.19 02:37, Joseph D Williams
wrote:<br>
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<li class="MsoListParagraph"
style="margin-left:0in;mso-list:l0 level1 lfo1">should the
color node be allowed to have less entries<o:p></o:p></li>
</ul>
<p class="MsoNormal">than the total number of points, with
points lacking a corresponding<o:p></o:p></p>
<p class="MsoNormal">color getting assigned the last color in
the color node list of colors<o:p></o:p></p>
<p class="MsoNormal">?</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">Thanks, </p>
<p class="MsoNormal">Yes, that’s the way color per vertex should
also work</p>
<p class="MsoNormal">Joe</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<div
style="mso-element:para-border-div;border:none;border-top:solid
#E1E1E1 1.0pt;padding:3.0pt 0in 0in 0in">
<p class="MsoNormal" style="border:none;padding:0in"><b>From:
</b><a href="mailto:andreasplesch@gmail.com"
moz-do-not-send="true">Andreas Plesch</a><br>
<b>Sent: </b>Sunday, November 24, 2019 12:30 PM<br>
<b>To: </b><a href="mailto:x3d-public@web3d.org"
moz-do-not-send="true">X3D Graphics public mailing list</a><br>
<b>Subject: </b>Re: [x3d-public] colorMode of
PointProperties</p>
</div>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">It looks like the PointProperties colorMode
is a way to deal with</p>
<p class="MsoNormal">11.4.11 PointSet which says</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">"PointSet nodes are not lit, not
texture-mapped, .."</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">although in fact points can now be
texture-mapped.</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">Since this is a change for PointSet is
might be necessary to correct</p>
<p class="MsoNormal">11.4.11 instead of introducing a workaround
with colorMode.</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">"PointSet nodes are not lit. Textures are
applied to the full size of</p>
<p class="MsoNormal">each point after blending as defined in
Table 17.2."</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">in 11.4.11 PointSet may suffice to address
all colorMode options.</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">On another note, should the color node be
allowed to have less entries</p>
<p class="MsoNormal">than the total number of points, with
points lacking a corresponding</p>
<p class="MsoNormal">color getting assigned the last color in
the color node list of colors</p>
<p class="MsoNormal">? This makes sense for the common scenario
that there a lot of points</p>
<p class="MsoNormal">of the same color.</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">-Andreas</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">On Fri, Nov 22, 2019 at 7:44 AM Andreas
Plesch <a class="moz-txt-link-rfc2396E" href="mailto:andreasplesch@gmail.com"><andreasplesch@gmail.com></a> wrote:</p>
<p class="MsoNormal">><o:p> </o:p></p>
<p class="MsoNormal">> I am looking at colorMode field of the
new PointProperties which has these options:</p>
<p class="MsoNormal">><o:p> </o:p></p>
<p class="MsoNormal">> POINT_COLOR shall display the RGB
channels of the color instance defined in X3DMaterialNode or
X3DColorNode, and the A channel of the texture if any. If no
color is</p>
<p class="MsoNormal">> associated to the point, the default
RGB color (0, 0, 0) shall be used.</p>
<p class="MsoNormal">><o:p> </o:p></p>
<p class="MsoNormal">> TEXTURE_COLOR shall display the
original texture with its RGBA channels and regardless</p>
<p class="MsoNormal">> to the X3DMaterialNode or X3DColorNode
which might be associated to the point set.</p>
<p class="MsoNormal">><o:p> </o:p></p>
<p class="MsoNormal">> TEXTURE_AND_POINT_COLOR shall display
the RGBA channels of a texture added to the</p>
<p class="MsoNormal">> RGB channels of the color defined in
X3DMaterialNode or X3DColorNode node, and the A</p>
<p class="MsoNormal">> channel of the texture if any. If no
color is associated to the point, the result shall be exactly</p>
<p class="MsoNormal">> the same as TEXTURE_COLOR.</p>
<p class="MsoNormal">><o:p> </o:p></p>
<p class="MsoNormal">> What is the motivation, eg. what is
the value over standard blending behaviour, multiplying color
and texture if both are given ?</p>
<p class="MsoNormal">><o:p> </o:p></p>
<p class="MsoNormal">> Also, I do not understand how summing
RGBA channels of texture and color could be useful, as
required by the TEXTURE_AND_POINT_COLOR option.</p>
<p class="MsoNormal">><o:p> </o:p></p>
<p class="MsoNormal">> At this point, I would be in favour of
removing the field. Instead, standard lighting behaviour would
apply. Other than color blending, this may also include
shading if normals are provided per point.</p>
<p class="MsoNormal">><o:p> </o:p></p>
<p class="MsoNormal">> Andreas</p>
<p class="MsoNormal">><o:p> </o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">-- </p>
<p class="MsoNormal">Andreas Plesch</p>
<p class="MsoNormal">Waltham, MA 02453</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">_______________________________________________</p>
<p class="MsoNormal">x3d-public mailing list</p>
<p class="MsoNormal"><a class="moz-txt-link-abbreviated" href="mailto:x3d-public@web3d.org">x3d-public@web3d.org</a></p>
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<pre class="moz-signature" cols="72">--
Holger Seelig
Digital Media Designer
Scheffelstraße 31a
04277 Leipzig
Germany
Cellular: +49 176 420 479 37
E-Mail: holger.seelig at create3000.de
Web: <a class="moz-txt-link-freetext" href="http://create3000.de">http://create3000.de</a></pre>
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