[X3D-Public] Support for submeshes?

Tony Parisi tparisi at gmail.com
Wed Feb 6 10:28:14 PST 2013


Right;

So just replace my MultiMaterial idea with MultiAppearance; that takes care
of your textures and shaders.

Oh and I just to be clear about the entries in 'faceIndex,' those are
indices into the face list (zero-based id of which faces use that
material), not the vertex list.

Tony

On Wed, Feb 6, 2013 at 10:18 AM, Dave A <dave at realmofconcepts.com> wrote:

>  The one's I'm dealing with are more than Material, they hold textures,
> shaders, that's Appearance.
>
> There is one set of vertices, but each sub-mesh is defined by a list of
> indices (each 3 is a triangle) into that one vertex list.
>
> Dave A
>
>
> On 2/6/2013 10:07 AM, Tony Parisi wrote:
>
> Maybe I'm confused, but the point of submesh materials is that there is
> only one set of coordinates and indices, but there are multiple materials.
> So it's more like you need just a new kind of Material node, MultiMaterial,
> that has a set  of materials, and the lists of indices for each material.
> Something like
>
> MultiMaterial : X3DMaterialNode
> {
>   MFNode material          [ ]  [X3DMaterialNode]
>   MFNode materialMap   [ ]  [MaterialMap]
> }
>
> MaterialMap {
>   SFInt32 materialIndex  0  [0..65535]
>   MFInt32 faceIndex       [ ] [0..65535]
> }
>
> materialIndex identifies which material from the containing MultiMaterial
> node;
> faceIndex is a list of indices into the one mesh defined by the containing
> Shape node's geometry
>
> Tony
>
>  On Wed, Feb 6, 2013 at 9:25 AM, Dave <dave at realmofconcepts.com> wrote:
>
>> I've only been dealing with triangle lists, so I'm not sure how this
>> would scale to other types, but what I was thinking was something like:
>>
>> MultiShape
>>   InOutMFNode appearances[]
>>   geometry MultiITS
>>      InOut MFVec3f coords
>>      InOut MFNode indices
>>          where each of these nodes contains the triangle list, first
>> index list corresponds to first Appearance and so on
>>
>> Problems:
>> X3D not putting indices in nodes but in attributes
>> XML is supposed to be order-independent
>> I'll noodle on it some more
>> Dave A
>>
>>
>> On 2/6/2013 8:06 AM, Joe D Williams wrote:
>>
>>>   Like everything else it should be fairly
>>>>
>>> straightforward and somewhat human readable.
>>>
>>> Yes, Please. Most importantly how this works with H-Anim2 deformable
>>> skin liveness, which is most needed.
>>>
>>> InOut MFInt32 appearanceCount []
>>>
>>> Thanks,
>>> Joe
>>>
>>>
>>>
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>>
>
>
> --
> Tony Parisi                             tparisi at gmail.com
> CTO at Large                         415.902.8002
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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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