<div dir="ltr"><div dir="ltr"><p class="MsoNormal">Some Mantis issue comments from Doug Sanden, not entered in mantis </p><p class="MsoNormal">-Doug</p><p class="MsoNormal"><br></p><p class="MsoNormal">MANTIS</p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1303            optional support for
WebMercator datasets <span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- Menlo Park example coordinates are sufficient to elliminate variants
since the ORM is specified already, and Menlo Park is not on the equator or
prime meridian, for WM any variant that has the same Menlo Park coords would
not be a variant. Therefore spec wording in draft is sufficient.<span></span></span></p>

<p class="MsoNormal"><span> </span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1302            geoSystem is difficult to
define and parse, consider alternative approach<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- separating geoSystem from an MFString with embedded meaning tokens
itno a GeoSystem node would reduce scene file clutter - the node could be
DEF/USEd<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- mapping plane Set member / instance number (an ordinal int) - would be
handy to have that separated from rest of geosystem, since we cannot route
struct tuples (p[3], gyosystem #. maping plane set member #} or other complex
key-value hierarchies in web3d simple field types<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">So if there's an area of interest with mupltiple mapping plane set
members, it would be nice to define the all of the parameters once, except the
member number which would be different for each<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- and that might mean in general separateing mapping plane step from
geodetic ./ geocentric part of geoSystem<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">Q. what does Walmsley's JSON schema look like for geoSystem<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1301            check geospatial
navigation to see if NavigationInfo modes are sufficient <span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- freewrl > tried adding a few more lines to GeoViewpoint for walk
surface<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1293           
HypersurfaceSensor/MultiTouchSensor for multi-touch environments<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- freewrl implemented (but not yet the AppendixG web3d mouse method
which looks more fun)<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- could be called 'MultiDragSensor' in web3d abstract node terms, since
emits tracking points and transform parts?<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1281            TwoSidedMaterial
deprecation by adding Appearance backMaterial field<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- backMaterial seems comprehensive and allows no front material or
different (unlit, material, physical) front/back<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- supporting both in same version could lead to conundrums:
TwoSidedMaterail as shape.material and shape.backMaterial non-sensical<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span> </span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1277            Provide displayBBox field
on X3DBoundedObject nodes to display bounding boxes, rename bboxDisplay for
consistency<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- freewrl implemented, took 4 days<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1269            glTF physically based
rendering PBR, advanced material textures and lighting<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- freewrl implemented except EnvironmentLight. and direct gltf loading<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- freewrl: no objection to EnvironmentLight - (freewrl needs work)<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">related: MultiTexture conundrum not solved: <span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">--Lighting model implies texture is an input to lighting so comes first,<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">-- Multitexture implies Lighting comes first, so REPLACE can replace<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">pre-PBR technique: put (1,1,1,1) as placeholder for texture, in
Lighting, and modulate output diffuse component with Multitexture<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">post-PBR method: Physical lighting doesn't have compoentents, so can't
post-modulate to solve conundrum<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">Options:<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1) Multitexture's a priori Lighting would be Gouraud / vertex shader
lighting, multitexture applied before Phong/frag lighting<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">2) Multitexture not applied to Physical<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1264            NavigationInfo type
TURNTABLE HELICOPTER GAME FREEFLY <span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- only x3d-public comments <span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1)  Joe: should specify what
motions to restrict / allow when a given type is the only one in NavigationInfo<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">2)  Doug: avoid mention of
specific input devices - as WALK, FLY EXAMINE avoid, <span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">3) Joe: put any desktop/other recommended input device mapping in
AppendixG<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">HELICOPTER - like WALK with convienient height adjustment<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">GAME - like WALK with convenient lookaround and strafe (avatar X motion)<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">FREEFLY vs FLY? <span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1257            Inline allowed to load
additional model types<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- x3dom BufferGeometry node tactic for gltf looks promising for freewrl
- avoids reworking spaghetti C code<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">3 uses cases for .gltf:<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1. efficiency of loading binary buffers ready for opengl<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">2. convenience of loading a gltf directly <span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">3. advanced  node types in gltf -
PBR, EnvironmentLight, etc<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">If you don't need #1 or #2, then upstream tools could export enhansed v4
x3d nodes directly, so scene authoring can be done OR a small offline tool
could convert gltf to x3d, so scene authoring can be done on the nodes.<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">In all use cases, it helps if the advanced node types are supported in
x3d close or 1:1.<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">1255            Projective Texture Mapping
Component (PTM)<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial">- freewrl implemented, X_ITE implmenented<span></span></span></p>

<p class="MsoNormal"><span style="font-family:Arial;background-image:initial;background-position:initial;background-size:initial;background-repeat:initial;background-origin:initial;background-clip:initial"><span> </span></span></p>

<p class="MsoNormal"><span> </span>.MANTIS</p></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Fri, Jun 19, 2020 at 8:10 AM GPU Group <<a href="mailto:gpugroup@gmail.com">gpugroup@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">Q. what does Walmsley JSON look like for geoSystem? <div>Q. Did he use json in an SFString field for hierarchical key-values? </div><div>Thanks,</div><div>-Doug</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Thu, Jun 18, 2020 at 8:55 PM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div><div dir="auto">For 1302 geoSystem, I recommend looking at JSON schema as created by Roy Walmsley and  copied into the automatically generated schemas wholesale.</div><div dir="auto"><br></div><div dir="auto">If we can convert JSON Schema to XMLSchema, that might be a good solution.</div><div dir="auto"><br></div><div dir="auto">Idk.   Maybe try it on a small scale first.</div><div dir="auto"><br></div><div dir="auto">John</div></div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Thu, Jun 18, 2020 at 9:42 PM Don Brutzman <<a href="mailto:brutzman@nps.edu" target="_blank">brutzman@nps.edu</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">We meet at our regular time and Zoom coordinates, Friday 08-0930 pacific (your time zone may vary).<br>
<br>
---<br>
<br>
1. *Participation Information*<br>
<br>
[1] Web3D Teleconference Information<br>
     <a href="https://www.web3d.org/member/teleconference-information" rel="noreferrer" target="_blank">https://www.web3d.org/member/teleconference-information</a><br>
<br>
Please use the following link for all Web3D Consortium Meetings.<br>
<br>
Join URL: <a href="https://us02web.zoom.us/j/81634670698?pwd=a1VPeU5tN01rc21Oa3hScUlHK0Rxdz09" rel="noreferrer" target="_blank">https://us02web.zoom.us/j/81634670698?pwd=a1VPeU5tN01rc21Oa3hScUlHK0Rxdz09</a><br>
<br>
Meeting ID: 81634670698      Meeting Password: 483805<br>
<br>
One tap mobile<br>
     US (New York) +1 929 205 6099,,(nine-digit number from Join URL above)#<br>
     US (San Jose)  +1 669 900 6833,,(nine-digit number from Join URL above)#<br>
<br>
---<br>
<br>
2. *Related work*<br>
<br>
We hope to review and accept Pull Request 8 next week to integrate Physically Based Rendering (PBR) and lighting with glTF support.<br>
<br>
Efi, Thanos, Dick and Don have nearly all node and node type architectural relationships defined for an upgraded Sound component that includes spatialized sound capabilities matching W3C Web Audio API.<br>
<br>
We plan to submit a draft specification for review to Web3D Consortium Board of Directors and membership on 30 June.  Following that review the draft document will be released publicly for comment in time for SIGGRAPH 2020.<br>
<br>
Implementations to date include X3DOM, X_ITE and Titania, Castle Game Engine view3dscene and FreeWRL, with possible implementation interest noted by at other major codebases.<br>
<br>
Ongoing releases include X3D4 XML Schema, X3D Unified Object Model (X3DUOM), X3D XML Schema and DOCTYPE, X3D Ontology, X3D JSON encoding, X3DJSAIL (Java), X3DPSAIL (Python x3d.py).<br>
<br>
Summary of current and planned X3D4 nodes and fields is available in<br>
<br>
[1] X3D4 Tooltips<br>
     <a href="https://www.web3d.org/x3d/content/X3dTooltips.html" rel="noreferrer" target="_blank">https://www.web3d.org/x3d/content/X3dTooltips.html</a><br>
<br>
---<br>
<br>
3. *Mantis Issues*<br>
<br>
Dick and Don continue making steady progress applying approved changes to the X3D4 Specifications and related assets.<br>
<br>
[2] Mantis: View All Issues<br>
     <a href="https://www.web3d.org/member-only/mantis/view_all_bug_page.php" rel="noreferrer" target="_blank">https://www.web3d.org/member-only/mantis/view_all_bug_page.php</a><br>
     then select "X3D Project" in upper right corner.<br>
<br>
Reportedly each member and invited expert either has full access into these Mantis issues, or else is being assisted.  POC is Executive Director Anita Havele if difficulties persist.<br>
<br>
Draft specification available to members in Github version control:<br>
<br>
[3] Github Web3D Consortium<br>
     <a href="https://github.com/Web3dConsortium" rel="noreferrer" target="_blank">https://github.com/Web3dConsortium</a><br>
<br>
[4] Github Web3D Consortium: ISO-IEC 19775-1 - X3D Architecture and base components, Part 1<br>
     <a href="https://github.com/Web3DConsortium/X3D/tree/master/ISO-IEC19775/ISO-IEC19775-1/ISO-IEC19775-1v4.0/ISO-IEC19775-1v4-WD1/Part01" rel="noreferrer" target="_blank">https://github.com/Web3DConsortium/X3D/tree/master/ISO-IEC19775/ISO-IEC19775-1/ISO-IEC19775-1v4.0/ISO-IEC19775-1v4-WD1/Part01</a><br>
<br>
This week we are reviewing a large number of issues that are quite close to resolution.  Each issue has enjoyed scrutiny and dialog on the x3d-public mailing list and X3D Working Group reviews.  We seek to determine consensus on as many as possible in order to allow including the corresponding changes in the forthcoming X3D4 draftrelease.<br>
<br>
Issue list follows, full issue list attached.<br>
<br>
Id              Summary<br>
<br>
1310            near and far clipping planes currently not directly specified<br>
<br>
1309            NavigationInfo avatarSize parameters need to be split into separate fields<br>
<br>
1308            creaseAngle support by Triangle nodes<br>
<br>
1307            X3DParticleEmitterNode mass and surfaceArea accessType initializeOnly rather than inputOutput?<br>
<br>
1304            allowing animation of Cone, Cylinder bottom/side/top: accessType inputOutput<br>
<br>
1303            optional support for WebMercator datasets<br>
<br>
1302            geoSystem is difficult to define and parse, consider alternative approach<br>
<br>
1301            check geospatial navigation to see if NavigationInfo modes are sufficient<br>
<br>
1300            Consistently unify metadata model for GeoMetadata and HAnimHumanoid info array<br>
<br>
1299            Annotation Component deferral<br>
<br>
1293            HypersurfaceSensor/MultiTouchSensor for multi-touch environments<br>
<br>
1292            numbering of z order of layers in LayerSet<br>
<br>
1283            XML encoding: change X3D4 MetadataSet default containerField='value' ?  <br>
<br>
1281            TwoSidedMaterial deprecation by adding Appearance backMaterial field<br>
<br>
1277            Provide displayBBox field on X3DBoundedObject nodes to display bounding boxes, rename bboxDisplay for consistency<br>
<br>
1276            name types: whitespace constraints, NMTOKEN and SFString<br>
<br>
1275            whether CollisionCollection and RigidBody implement X3DBoundedObject node<br>
<br>
1273            https level support requirements should match http level support<br>
<br>
1272            glTF import needs to include metadata import<br>
<br>
1271            add visible field to X3DBoundedObject<br>
<br>
1269            glTF physically based rendering PBR, advanced material textures and lighting<br>
<br>
1268            add height and width attributes to root X3D node<br>
<br>
1267            Strategies to Improve X3Dv4 Audio and Sound Component<br>
<br>
1266            Make RGB and grayscale textures treatment consistent<br>
<br>
1265            Text size clarification, relative to baseline<br>
<br>
1264            NavigationInfo type TURNTABLE HELICOPTER GAME FREEFLY<br>
<br>
1263            Log capability to record event streams<br>
<br>
1262            new field /refresh/ for Inline, ImageTexture etc.<br>
<br>
1261            PointSet field for Normal node  <br>
<br>
1259            Scanning profile needed?<br>
<br>
1258            Layout component needs to be consistently implemented<br>
<br>
1257            Inline allowed to load additional model types<br>
<br>
1255            Projective Texture Mapping Component (PTM)<br>
<br>
1252            PointProperties node specification; PointSet/LineSet/IndexedLineSet can contain Normal<br>
<br>
Today Dick and I located a large number of editorial comments from an in-depth review by Roy Walmsley.  We are going through each one-by-one and will elevate any that are functional, rather than simply editorial.<br>
<br>
Thanks for all scrutiny, feedback and implementation efforts.  Have fun with X3D4!  8)<br>
<br>
all the best, Don<br>
-- <br>
Don Brutzman  Naval Postgraduate School, Code USW/Br       <a href="mailto:brutzman@nps.edu" target="_blank">brutzman@nps.edu</a><br>
Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA   +1.831.656.2149<br>
X3D graphics, virtual worlds, navy robotics <a href="http://faculty.nps.edu/brutzman" rel="noreferrer" target="_blank">http://faculty.nps.edu/brutzman</a><br>
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