[x3d-public] Updated summary of my changes to X3Dv4, and reasoning "why do we need UnlitMaterial"

GPU Group gpugroup at gmail.com
Mon Mar 9 06:05:23 PDT 2020

I'm enjoying - a big help to have clear targets even if changed, and I've
been refactoring old code to prepare. Thanks very much Michalis, very
my experience so far:
I'm planning to put Physical and Unlit into normal workflow in freewrl, and
fixing old bugs and bad code in preparation.
Some gotchas:
a)Appearance.backMaterial: freewrl x3d parser needs
containerField='backMaterial' on one material, to work generically
<Material ... />
<Material ... containerField='backMaterial'/>
otherwise it seems to overwrite the material slot with the 2nd material
b) Appearance.backMaterial vs TwoSidedMaterial:
- TwoSided constrains to 2 'regular' materials
- Appearance.backside can sport new Unlit or Physical
- (gotcha: someone puts TwoSided in both material and.backMaterial )
So the shader workflow needs to support combinations of 2 material types at
the same time and switch on something like gl_FrontFacing
(I need to refactor from #defines to uniforms for determining shader
pathways, like we do with light types - ie FrontMaterial.type would
indicate Unlit, Regular or Physical or None )

On Sat, Mar 7, 2020 at 4:32 PM Michalis Kamburelis <michalis.kambi at gmail.com>

> Hi,
> 1. I have improved a "summary page" documenting my proposed changes for
> X3D v4:
> https://github.com/michaliskambi/x3d-tests/wiki/X3D-version-4:-New-features-of-materials,-lights-and-textures
> That page is designed to be a quick introduction to all the changes.
> It will also serve as a summary of my talk on next Friday (13th of
> March) on Web3D teleconference.
> 2. I wrote a dedicated page about "Why do we need UnlitMaterial
> node?". It's not so trivial question, and I gathered some arguments
> before I decided it's the right course of action. It's all documented
> on this page:
> https://github.com/michaliskambi/x3d-tests/wiki/Why-is-UnlitMaterial-useful
> Enjoy :),
> Michalis
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