[X3D-Public] HTML inside X3D or X3D inside HTML. Layout help!
Johannes Behr
johannes.behr at igd.fraunhofer.de
Wed Jan 5 05:33:07 PST 2011
Hi,
> The tricky part (that is not yet implemented) is the relaunch of the 2D
> event in the nested HTML tree (not sure we have fully figured out how to
> do this in Firefox and WebKit/Chrome) and the mapping back to texture
> coordinates in a fully programmable shader environment, where the shader
> is free to choose whatever attribute (or collections thereof or anything
> else for that matter) as "texture coordinates". For now, we plan to go
> for allowing some vertex attributes to be designated as official
> "texture coordinates".
It's a very generic problem. Sometime you just need more semantics
per vertex. You have to know e.g. your 'position' for picking a coordinate.
regards
johannes
>
> This is one of the not-so-nice areas where "procedural" and
> "declarative" clash violently. At least as long as we cannot extend the
> procedural part to be able to query it for the "texture coordinate at a
> specific point on the screen. We expect that with AnySL we will be able
> to extend the shading model to include mechanisms for this.
>
> For keyboard events, we would simply reuse the focus model that is in
> HTML already.
>
> All in all, we can pretty much reuse what is already there. Which is
> the main point of XML3D in the first place.
>
>
> Philipp
>
> Am 02.01.2011 00:10, schrieb GLG:
>>
>>
>> This is interesting. How about keyboard input for HTML forms
>> and 3D navigation or text entry, and clickable objects in
>> both HTML and 3D?
>>
>> Lauren
>>
>>
>>> -----Original Message-----
>>> From: Philipp Slusallek [mailto:slusallek at cs.uni-
>>> saarland.de]
>>> Sent: Saturday, January 01, 2011 3:03 PM
>>> To: John Carlson
>>> Cc: info at 3dnetproductions.com; x3d-public at web3d.org
>>> Subject: Re: HTML inside X3D or X3D inside HTML. Layout
>>> help!
>>>
>>> Hi,
>>>
>>> This type of thing become a no-brainer (besides the
>>> implementation work)
>>> and really nice and clean if you put 3D and 2D into the
>>> same framework
>>> directly as we are trying with XML3D. You are not
>>> restricted to either
>>> 3D in 2D or 2D in 3D. You can actually do both just as
>>> easily: start the
>>> page with a (fullscreen, if you like) 3D tag and put HTML
>>> on objects as
>>> textures -- or start with the a usual 2D page and put 3D
>>> frames into it.
>>> You can also nest these (2D in 3D in 2D in ...).
>>>
>>> Our goal is to be able to use HTML content just as easily
>>> for textures
>>> as you can use <img>, <video>, <frame>, <canvas>, <svg>,
>>> and other tags.
>>> Now that browsers are swiftly moving to HW accelerated 2D
>>> rendering, we
>>> will even be integrate and execute all of this on the GPU
>>> together
>>> without the need to go back and forth.
>>>
>>> Other options that may eventually become possible (needs
>>> support by the
>>> other W3C working groups) are things like using
>>> programmable (3D)
>>> shaders for rendering the HTML background or filling a SVG
>>> path and
>>> other goodies.
>>>
>>> Philipp
>>>
>>>
>>> Am 31.12.2010 20:43, schrieb John Carlson:
>>>> On Dec 31, 2010, at 2:46 AM, GLG wrote:
>>>>> To me, it would make a lot more sense to render HTML
>>> inside
>>>>> a 3D scene than a 3D scene inside HTML. X3D can already
>>>>> supports multimedia assets such as sounds and movies.
>>> How
>>>>> far are you planning to get with XML3D? Seeing HTML
>>> inside
>>>>> X3D is one of my dreams, not the other way around.
>>>>
>>>> Makes sense to me to. Open Cobalt and Open Wonderland
>>> do. I think Second Life does as well. (is it patented?)
>>> You can't fit the Earth into Flatland, but you can imagine
>>> Flatland somewhere on Earth.
>>>>
>>>> Thanks,
>>>>
>>>> John
>>
>>
>
>
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--
Dr. Johannes Behr
Leiter Projektbereich VR
Fraunhofer-Institut für Graphische Datenverarbeitung IGD
Fraunhoferstr. 5 | 64283 Darmstadt | Germany
Tel +49 6151 155-510 | Fax +49 6151 155-196
johannes.behr at igd.fraunhofer.de | www.igd.fraunhofer.de
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