[x3d-public] X3d new version

Konstantin Smirnov konstantin.e.smirnov at gmail.com
Sun Sep 5 11:32:26 PDT 2021


Thanks for the feedback!

вс, 5 сент. 2021 г., 21:30 John Carlson <yottzumm at gmail.com>:

> You can change position and normal in a vertex shader, but not
> connectivity.   I’m pretty sure that connectivity stays the same, unless
> you have a geometry (or tessellation) shader.  If you choose to change
> position or  normal in a Script,  you will likely find it slower.   Those
> are reasons why subdivision (X3DOM) and quality (SAI) are introduced, to
> improve quality.  You should try to see if updating subdivisions in X3DOM
> achieves what you want.
>
> There really is no need to modify connectivity, imho, unless you are doing
> multi resolution modeling (I’ll let you look that up for yourself).
>
> In other words, changing connectivity would look extremely weird.   Even
> morphing keeps connectivity, AFAICT.
>
> Suggestion:   Look up ray tracing, and think about probabilistic ray
> tracing.
>
> You shouldn’t leverage non-standard features in an X3D implementation,
> because you may find that they will become deprecated and removed.
>
> On Sun, Sep 5, 2021 at 3:46 AM Konstantin Smirnov <
> konstantin.e.smirnov at gmail.com> wrote:
>
>> Hello
>> What new version features are? In JS
>> Could we change shapes dynamically etc
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>
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