[Source] problem with jgeom build, java3d dependency

Rune Aasgard rune.aasgaard at norkart.no
Fri Nov 29 12:07:30 PST 2013


No, I'm not looking for server side rendering, only processing of shapes for generating a more render friendly data structure: converting polygons to indexed triangle lists, generating surface normals,  assembling geometries with equal appearance, flattening transform hierarchies etc... And that will only be done for buildings and similar objects, terrains will be handled in other ways. It actually sounds very much like what you describe.

Rune

Fra: Alan Hudson [mailto:alan at shapeways.com]
Sendt: 29. november 2013 19:38
Til: Rune Aasgard
Kopi: source at web3d.org
Emne: Re: [Source] problem with jgeom build, java3d dependency



On Fri, Nov 29, 2013 at 10:29 AM, Rune Aasgard <rune.aasgaard at norkart.no<mailto:rune.aasgaard at norkart.no>> wrote:

I added depth sorting to the DefaultPickingHandler and sent it to the aviatrix3d-discuss list without receiving any response. It was about two years ago, and at the same time I found that Yumetech had disappeared so I started to believe the whole project was down the drain.
yea that was a bummer but we moved on.


So now I am looking into WebGL and Android as client platforms. The lack of good libraries and the limited computing power on such platforms makes importing structured high-level graphic difficult and we may turn to a solution where complex structures are flattened and triangulated server-side. What Alan is doing with Xj3D for server side processing sounds interesting and I would be very interested in examples and documentation!
I'm using it for processing user uploads for 3D printing at Shapeways.  While we sometimes render those on the server with Blender or Xj3D we haven't been doing any server-side real-time rendering like onlive etc.  So likely not helpful in that regard.

I've been using X3DOM a fair bit recently and pleasantly happy with its performance.  That said I'm doing single Shape node triangle pushes so its hard to mess that up.  I suspect in your terrain applications with lots of shapes and network load/unload it might be a different story.

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