[X3D-Public] Support for submeshes?
Tony Parisi
tparisi at gmail.com
Tue Feb 5 09:25:43 PST 2013
Yeah it's been that way for 2 decades now. Would be nice to have submesh
materials, all modern tools and rendering systems have them.
On Tue, Feb 5, 2013 at 9:01 AM, Dave A <dave at realmofconcepts.com> wrote:
> So, this means that no X3D player could really understand the modern(?)
> concept of a mesh with several materials (actually, modelling programs been
> making them for a long time, was something I faced on the Max to X3D
> exporter).
>
> I think it's time for a new node to be added to the spec!
>
> Dave A.
>
>
>
> On 2/4/2013 10:46 PM, Tony Parisi wrote:
>
> Multiple Shape nodes wouldn't work: that implies multiple meshes (vs. a
> single mesh with multiple materials). Yes, you end up sharing vertices but
> the semantic is totally different.
>
> Tony
>
> On Mon, Feb 4, 2013 at 9:22 AM, Dave A <dave at realmofconcepts.com> wrote:
>
>> Thanks, but again, this is for Interchange, not so much Runtime.
>> Maybe a proto would be best, assuming the reader can do protos.
>> Actually, I'll just store META data to aid translation.
>> I still think a new Node type would be better.
>> Also, for interchange, a more semantic way to specify simple shader types
>> like Bump, Bump Specular, etc. would be great. Otherwise, the reader needs
>> to do some AI to figure out what the intent was.
>>
>> Cheers
>>
>> Dave A
>>
>> On 2/3/2013 11:13 PM, Cecile Muller wrote:
>>
>> Hi Dave,
>>
>>
>> Your second idea is indeed correct: DEF the Coordinate node in the
>> first Shape and USE it
>> in the other Shape, that way you can have a difference Appearance for
>> each submesh.
>>
>>
>> For example:
>>
>> #X3D V3.0 utf8
>>
>> Shape {
>> appearance Appearance {
>> material Material {
>> emissiveColor 0 1 0
>> }
>> }
>> geometry IndexedFaceSet {
>> coord DEF all_coord Coordinate {
>> point [-1 0 0, 0 0 0, 1 0 0, 0 1 0]
>> }
>> coordIndex [0 1 3 0 -1]
>> }
>> }
>>
>> Shape {
>> appearance Appearance {
>> material Material {
>> emissiveColor 0 0 1
>> }
>> }
>> geometry IndexedFaceSet {
>> coord USE all_coord
>> coordIndex [1 2 3 1 -1]
>> }
>> }
>>
>>
>> If it's cumbersome, you could have a Script that creates the Shape nodes
>> wrapped in a PROTO to have a more friendly interface.
>>
>>
>> See you,
>> Cecile
>>
>> 2013/2/1 Dave A <dave at realmofconcepts.com>
>>
>>> Hey all,
>>>
>>> Been a while since I parsed the spec, but is there support for submeshes?
>>> You know, where one set of vertices is shared by different poly or
>>> triangle lists, and each of those lists
>>> corresponds to a different Appearance?
>>>
>>> Or would I have to create a Group under which I would put Shapes, with
>>> the first Shape's geometry containing the coordinate list (and first
>>> submesh's indices),
>>> then subsequent Shapes would USE that coordinate list, providing their
>>> own indices (and Appearances of course)?
>>>
>>> Cheers
>>>
>>> Dave A.
>>
>>
>>
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>
>
> --
> Tony Parisi tparisi at gmail.com
> CTO at Large 415.902.8002
> Skype auradeluxe
> Follow me on Twitter! http://twitter.com/auradeluxe
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>
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--
Tony Parisi tparisi at gmail.com
CTO at Large 415.902.8002
Skype auradeluxe
Follow me on Twitter! http://twitter.com/auradeluxe
Read my blog at http://www.tonyparisi.com/
Read my book! *WebGL, Up and Running*
http://shop.oreilly.com/product/0636920024729.do
http://www.amazon.com/dp/144932357X
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