[x3d-public] In world camera, app/screen capture, and webcam

John Carlson yottzumm at gmail.com
Sun Sep 25 12:10:27 PDT 2022


It appears like I’ve copied some development Camera Protos from the Basic
development examples.

I’m guessing these cases are moving a viewpoint or viewport around, instead
of rendering the view onto a texture.

The good news is, i have Windows 10, and i should be able to run BS Contact.

John

On Sun, Sep 25, 2022 at 1:56 PM John Carlson <yottzumm at gmail.com> wrote:

> A while ago, I attempted to put a MovieTexture onto Sphere geometry.   It
> used the BigBuckBunny movie/trailer.   I guess the thing i am looking for
> is a live camera view (webcam, window snaps, or inworld view) stuck onto a
> texture.
>
> So probably it would be nice to have events for interpolating camera
> position for the inworld camera.
>
> I am unfamiliar with the Camera node, and will have to check examples.
>
> John
>
> On Sun, Sep 25, 2022 at 1:24 PM GL <info at 3dnetproductions.com> wrote:
>
>> John, BS Contact comes with a proto called 'CompositeTexture3D' (see
>> nodes.wrl) which we have used extensively to create camera effects. You
>> simply indicate the position, fieldOfView and orientation of the source
>> 'camera' and then it would allow the live display of what it sees on an
>> inworld screen at the original location.
>>
>>
>>
>> texture DEF Scene CompositeTexture3D {}
>>
>>
>>
>> I recall having issues with it at about the same time when Flash movies
>> support was withdrawn in some browsers. Not sure if it was related or what
>> the status of this feature is today, but hopefully that's something for you
>> to look at, because we used to be able to do exactly that what you describe.
>>
>>
>>
>> Gina Lauren
>>
>>
>>
>> ________________________________________________________
>>
>> * * * Interactive Multimedia - Internet Management * * *
>>
>>   * *  Virtual Reality -- Application Programming  * *
>>
>>     *   3D Net Productions  3dnetproductions.com   *
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> *From:* x3d-public [mailto:x3d-public-bounces at web3d.org] *On Behalf Of *John
>> Carlson
>> *Sent:* Saturday, September 24, 2022 8:46 PM
>> *To:* Brutzman, Donald (Don) (CIV)
>> *Cc:* X3D Public Mailing List (x3d-public at web3d.org)
>> *Subject:* Re: [x3d-public] X3D Working Group meeting 23 SEP 2022:
>> Mantis issues review SvgTexture, X3D Application Stack
>>
>>
>>
>> Understood.  I thought i made it clear that there’s no “feedback
>> (infinite) loop” in X3D3 that allows behavior not unlike playing Sims 1
>> inside Sims 2.   I am more trying to incorporate textures from other
>> running applications, similar to what Zoom, etc. do.
>>
>>
>>
>> Ideally, one could see through a “magic mirror” or “portal” (Croquet)
>> from one Scene to an independent scene.   Similar to a hyperjump, but the
>> target scene is “live” in the source scene.  Feel free to replace scene
>> with virtual world.
>>
>>
>>
>> The reason to go through a MovieTexture instead of only an Inline is for
>> security purposes and to stop infinite propagation, especially of audio.
>> There would probably be a requirement to disallow intersecting textures.
>>
>>
>>
>> Red-pill warning.
>>
>>
>>
>> One could consider dragging a Stargate through a Stargate.  What happens
>> when i have a virtual world in my inventory (an inline, for example)?
>>
>>
>>
>> One might consider viewing XMLSpy inside the Metaverse.
>>
>>
>>
>> I believe this kind of stuff is called “embedding” as popularized by
>> Office.
>>
>>
>>
>> So things like audio feedback should definitely be disallowed for X3D4.
>>
>>
>>
>> On Sat, Sep 24, 2022 at 6:44 PM Brutzman, Donald (Don) (CIV) <
>> brutzman at nps.edu> wrote:
>>
>> Please be advised that X3D absolutely allows loading more X3D within a
>> parent X3D model via the Inline node.
>>
>>
>>
>> Also worthy of note is that recursive reloading is expressly forbidden
>> wherever it might occur, in order to preclude infinite loops and security
>> flaws.
>>
>>
>>
>> all the best, Don
>>
>> --
>>
>> Don Brutzman  Naval Postgraduate School, Code USW/Br
>> brutzman at nps.edu
>>
>> Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA
>> +1.831.656.2149
>>
>> X3D graphics, virtual worlds, Navy robotics https://
>> faculty.nps.edu/brutzman
>>
>>
>>
>> *From:* John Carlson <yottzumm at gmail.com>
>> *Sent:* Saturday, September 24, 2022 12:08 PM
>> *To:* Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>
>> *Cc:* GPU Group <gpugroup at gmail.com>; X3D Public Mailing List (
>> x3d-public at web3d.org) <x3d-public at web3d.org>
>> *Subject:* Re: [x3d-public] X3D Working Group meeting 23 SEP 2022:
>> Mantis issues review SvgTexture, X3D Application Stack
>>
>>
>>
>> NPS WARNING: *external sender* verify before acting.
>>
>>
>>
>> Agreed on most points.  SVG renders to an image or canvas, so I’m
>> guessing that one can capture image frames to place in a MovieTexture.
>>
>>
>>
>> I recognized that X3D does not provide X3D in X3D.  I understand that one
>> may wish to avoid feedback loops.  Many tools successfully handle them.
>>
>>
>>
>> HTML5 also avoids HTML5 in HTML5,  AFAIK.
>>
>>
>>
>> There are probably workarounds!
>>
>>
>>
>> I guess I’m just seeking a way to include external application’s windows
>> (read-only) within X3D.
>>
>>
>>
>> Say a use case or user story is capturing a Java/Swing application window
>> for inclusion in a MovieTexture.   I create a static movie texture in X3D.
>>   I’m asking for a dynamic movie texture (live), similar to WebRTC.   Since
>> the web already supports live video, i suggest someone (me or Christoph
>> Valentin) look into how webapps do it.
>>
>>
>>
>> John
>>
>>
>>
>> On Sat, Sep 24, 2022 at 1:00 PM Brutzman, Donald (Don) (CIV) <
>> brutzman at nps.edu> wrote:
>>
>> Hi Doug.  Regarding WebAssembly, I think it fits as one of many many
>> technologies available to Web authors, represented in the *X3D
>> Application Stack – Layers and Alternatives* diagram in the row *Programming
>> Libraries, Web authoring tools and 3D translators*.
>>
>>
>>
>>    - https://webassembly.org
>>    <https://nam10.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwebassembly.org%2F&data=05%7C01%7Cbrutzman%40nps.edu%7C7b39d12b82984d1d2ad108da9e6019d9%7C6d936231a51740ea9199f7578963378e%7C0%7C0%7C637996432852179194%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C2000%7C%7C%7C&sdata=LslKNB5PeJpKExq6%2B%2B5tbiZg%2F6xw92C1wrqGqep%2BrVw%3D&reserved=0>
>>
>>
>>
>> Hi John.  glTF is a format for 3D models, and that is why you find
>> multiple ways to use glTF2 as a 3D model in the X3D Specification.  glTF
>> itself is not suitable as any kind of format to provide an image texture.
>>
>>
>>
>>    1. *First: glTF models can be loaded via Inline*
>>
>>
>>
>> ·     X3D Part 1: Architecture and base components, 9 Networking
>> component, 9.4.2 Inline
>>
>> ·
>> https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-DIS/Part01/components/networking.html#Inline
>>
>>
>>
>> *The run-time system can support any number of 3D model resource types as
>> long as those follow the abstract model definition (see 2.[RFC2077]),
>> provide a registered content type ( e.g., model/x3d-xml, model/gltf-bin,
>> model/stl, etc.), and can be determined with some form of content
>> negotiation (see 2.[RFC2616]). The run-time system must support at least
>> one X3D type ( e.g., model/x3d-xml) but can also support and negotiate any
>> number of X3D encodings and (optionally) non-X3D representation formats.
>> Support for loading glTF assets (see 2.[GLTF]) also requires support for
>> Shape component level 2 and Lighting component level 4.*
>>
>>
>>
>> ·     Table 9.3 — Networking component support levels
>>
>> ·
>> https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-DIS/Part01/components/networking.html#t-supportLevels
>>
>> ·     Level 5, Model support
>>
>>
>>
>> *Support for glTF models in Inline nodes, in .gltf (**model/gltf+json**)
>> and .glb (**model/gltf-binary**) formats.*
>>
>> *Requires support for Shape component level 2 and Lighting component
>> level 3.*
>>
>> *Minimum required glTF support:*
>>
>> o  *transformation hierarchy,*
>>
>> o  *meshes,*
>>
>> o  *physical materials,*
>>
>> o  *loading of external binary data referenced from .gltf files ( e.g.,
>> for vertex coordinates).*
>>
>>
>>
>>    1. *Second: glTF2 rendering techniques are fully integrated into
>>    native X3D4 lighting and rendering models, thus encouraging compatible
>>    modeling and conversion of glTF models in X3D*.
>>
>>
>>
>> ·     X3D Part 1: Architecture and base components, 12 Shape component,
>> 12.4.6 PhysicalMaterial
>>
>> ·
>> https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-DIS/Part01/components/shape.html#PhysicalMaterial
>>
>>
>>
>> *The PhysicalMaterial node specifies surface material properties for
>> associated geometry nodes. It indicates that a physical lighting model
>> should be used for the computation. 17 Lighting component contains a
>> detailed description of the X3D lighting model equations.*
>>
>>
>>
>> *Physical interpretation of the material parameters follows. These
>> parameter descriptions closely follow the glTF specification (see [glTF]).*
>>
>>
>>
>> *NOTE   The physical material properties of X3D are also deliberately
>> consistent with the glTF 2.0 material definition. Effectively, converting
>> (in either direction) between X3D PhysicalMaterial and glTF 2.0 material
>> definitions is equivalent.*
>>
>>
>>
>> ·     also 12.4.10 UnlitMaterial
>>
>> ·
>> https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-DIS/Part01/components/shape.html#UnlitMaterial
>>
>>
>>
>> Also please be aware that we are not pursuing a specific design for
>> SvgTexture or related new-node possibilities at this time.  Rather we are
>> performing our “final final” review of X3D4 issues in Mantis.  Thaat issue
>> asks whether SVG ought to be included among allowed url file types for
>> ImageTexture.   Currently the rationale appears to be no, continuing
>> comment welcome.  The X3D Working Group will finalize resolution of Web3D
>> Consortium comments on X3D4 Draft International Standard Ballot on Friday
>> October 7.
>>
>>
>>
>> ·     Mantis 1400: add Scalable Vector Graphics (SVG) to recommended
>> image formats for ImageTexture
>>
>> ·     https://www.web3d.org/member-only/mantis/view.php?id=1400
>>
>>
>>
>> More documentation about glTF and X3D correspondences is found in recent
>> spreadsheet-comparison efforts by X3D Working Group.  I have moved both of
>> these documents from other locations into our central Web3D sourceforge
>> repository.
>>
>>
>>
>> ·     X3D Application Stack - Layers and Alternatives
>>
>> ·
>> https://www.web3d.org/specifications/X3dApplicationStackLayersAlternatives.png
>>
>>
>>
>> ·     Features Comparison X3D4 glTF2 spreadsheet
>>
>> ·
>> https://www.web3d.org/specifications/FeaturesComparisonX3D4glTF2.pdf
>>
>>
>>
>> and now highlighted at
>>
>>
>>
>> ·     X3D Specifications: Schema and DOCTYPE Validation
>>
>> ·     https://www.web3d.org/specifications
>>
>>
>>
>> Ongoing scrutiny and insights are always welcome.  Have fun building X3D
>> Applications!  8)
>>
>>
>>
>> all the best, Don
>>
>> --
>>
>> Don Brutzman  Naval Postgraduate School, Code USW/Br
>> brutzman at nps.edu
>>
>> Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA
>> +1.831.656.2149
>>
>> X3D graphics, virtual worlds, Navy robotics https://
>> faculty.nps.edu/brutzman
>>
>>
>>
>> *From:* John Carlson <yottzumm at gmail.com>
>> *Sent:* Saturday, September 24, 2022 8:41 AM
>> *To:* Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>
>> *Subject:* Re: [x3d-public] X3D Working Group meeting 23 SEP 2022:
>> Mantis issues review, SvgTexture
>>
>>
>>
>> Perhaps we should generalize to GraphicsTexture and include glTF in the
>> FULL profile, and SVG in a simpler profile.
>>
>>
>>
>> At this point, it seems like Inline would be a required child of
>> GraphicsTexture, with animation, encoding and navigation options.
>>
>>
>>
>> I realize I should be checking the ticket and standard.
>>
>>
>>
>> Yes, I recognize “portals” from Squeak here.  Seeing into another scene.
>>   I think Anchors are okay here.   There’s no HTML5 within HTML5, so
>> there’s no precedent.
>>
>>
>>
>> John
>>
>>
>>
>> On Sat, Sep 24, 2022 at 9:55 AM Brutzman, Donald (Don) (CIV) <
>> brutzman at nps.edu> wrote:
>>
>> John, there is a bit more in the issue and the references.
>>
>> SVG produces animatable interactive 2D images through vector graphics.
>> So it has characteristics of both ImageTexture and MovieTexture (and
>> interpolators and scriptable event models).
>>
>> Dick’s point yesterday was that implementing such a combination is
>> different and bigger than ImageTexture or MovieTexture.  The ways that an
>> author might use an SVG model are similar, but when you think of how a
>> browser might do it and then add computation, user interaction, security,
>> etc. etc. then the design perspective is quite different.  This leads us to
>> the tried-and-true approach of implementing and testing further, most
>> likely as a new node.
>>
>> So I think that is an interesting and important justification that he
>> made.  We offer it back to the group for review and discussion – thanks for
>> your points.
>>
>> all the best, Don
>>
>> --
>>
>> Don Brutzman  Naval Postgraduate School, Code USW/Br
>> brutzman at nps.edu
>>
>> Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA
>> +1.831.656.2149
>>
>> X3D graphics, virtual worlds, Navy robotics https://
>> faculty.nps.edu/brutzman
>>
>>
>>
>> *From:* John Carlson <yottzumm at gmail.com>
>> *Sent:* Friday, September 23, 2022 5:33 PM
>> *To:* Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>
>> *Cc:* X3D Public Mailing List (x3d-public at web3d.org) <
>> x3d-public at web3d.org>
>> *Subject:* Re: [x3d-public] X3D Working Group meeting 23 SEP 2022:
>> Mantis issues review, ballot deadlines, X3D Application Stack Layer
>> Examples diagram
>>
>> Recommendation:  SvgTexture should be a single frame MovieTexture for
>> now, with possible extensions to animation with ROUTEs and ECMAscript, if
>> animation is enabled on SvgTexture node.  I don’t know if MovieTexture
>> enables/disables animation, but my guess is, yes.
>>
>> Disabling/enabling animation of SVGs should be in more inclusive profiles.
>>
>> Is that simple enough?
>>
>>
>>
>> On Fri, Sep 23, 2022 at 7:23 PM John Carlson <yottzumm at gmail.com> wrote:
>>
>> Consider:   SVG is a manipulation language for inserting 2D graphics into
>> a scene.   Definition languages are more closely related to schemas, or
>> possibly for manipulating schema.  After insertion into a scene, ECMAscript
>> is typically used for manipulation.   ROUTEs should be allowed to as well.
>>
>> SVGs should be considered animations with popular packages being D3.js.
>>
>>
>>
>> Otherwise,  SVG is a declarative language, similar to X3D and HTML.
>> Last I heard, there was no official schema for SVG.
>>
>>
>>
>> If the SVG is animated by ECMAscript, wouldn’t it more properly be used
>> to texture surfaces and volumes with a MovieTexture?  Are MovieTextures 2D
>> or 3D?   What textures are used for VolumeRendering?
>>
>>
>>
>> On Fri, Sep 23, 2022 at 1:44 PM Brutzman, Donald (Don) (CIV) <
>> brutzman at nps.edu> wrote:
>>
>> Attendees: Dick Puk, Don Brutzman
>>
>>
>>
>>
>>
>> 1. We first reviewed the two recently posted Mantis issues regarding SVG
>> and QIF.  We also looked at a Mantis issue posted earlier this year
>> relating to scalable composition of really large X3D worlds.  Selected
>> details follow.
>>
>>
>>
>>    1. Mantis 1400: add Scalable Vector Graphics (SVG) to recommended
>>    image formats for ImageTexture
>>
>> https://www.web3d.org/member-only/mantis/view.php?id=1400
>>
>>
>>
>> SVG references:
>>
>> * https://www.w3.org/Graphics/SVG
>> <https://nam10.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.w3.org%2FGraphics%2FSVG&data=05%7C01%7Cbrutzman%40nps.edu%7C7b39d12b82984d1d2ad108da9e6019d9%7C6d936231a51740ea9199f7578963378e%7C0%7C0%7C637996432852179194%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C2000%7C%7C%7C&sdata=UmnAGECEoVx1N3BEnfcG1Wz9waRdHai%2Bo2q6Jak7Du4%3D&reserved=0>
>> * "SVG is a markup language for describing two-dimensional graphics
>> applications and images, and a set of related graphics script interfaces."
>>
>> Dick estimation: thinks SVG is a 2D scene-graph definition language. It
>> can result as an image, though so can X3D.
>>
>> This issue suggests that SVG be listed as a recommended (optional) format
>> that can be rendered as an ImageTexture, using the default presentation
>> settings of the SVG model.
>>
>> Of note is that browsers are not forbidden from implementing SVG as an
>> ImageTexture format, and also that SVG-to-PNG converters are commonplace.
>>
>> Of further note is that the DPS minutes already showed a use case for SVG
>> as ImageTexture, namely conversion of metadata information as a carefully
>> laid-out annotation image that is billboarded in context. Having direct SVG
>> rendering would eliminate the offscreen conversion step, permitting direct
>> integration of X3D models with other HTML/SVG web graphics.
>>
>> Concern: don't want to overcomplicate the existing ImageTexture
>> functionality as a 2D array of pixels. Once generation of pixels becomes a
>> computational process, this is different functionality for the ImageTexture
>> node. This might raise further concerns about impact of ImageTexture
>> computational complexity in various profiles (such as Interchange Profile).
>>
>> Possible alternate: define SvgTexture node? What fields would it have?
>>
>> Suggested possible resolution:
>>
>> a. Browsers are welcome to implement ImageTexture as an allowed url
>> format if they see fit,
>> b. SvgTexture ought to be designed and considered as a possible new node,
>> c. ComposedImageTexture (or somesuch) might be designed and considered as
>> an even-more general possibility for comuputational 2D imagery,
>> d. Following further practical experience, defer any specification-change
>> recommendations to future X3D4.1.
>>
>>
>>
>>
>>
>>    1. Mantis 1401: aligning X3D4 LineProperties with Quality Information
>>    Framework (QIF) specification
>>
>> https://www.web3d.org/member-only/mantis/view.php?id=1401
>>
>>
>>
>> Suggested resolution:
>>
>> a. The concepts are directly aligned and overlapping, with some additions
>> by QIF.
>> b. This ISO standard does not appear to have been considered by SC24 or
>> JTC1.
>> c. Close scrutiny of both terms and definitions needs to be performed
>> before any changes might be recommended.
>> d. If changes are indeed warranted and acceptable, then they likely need
>> to first considered as part of the Registry of Items, specifically entries
>> for linestyle and hatchstyle.
>> e. At that point, amendment of X3D to stay aligned with Registry of Items
>> (or possibly add further styles independently) can be considered.
>> f. Defer to X3D 4.1.
>>
>> Meanwhile note in Web3D current ballot comments the need to fix the table
>> erratum previously noted.
>>
>>
>>
>>
>>
>>    1. Mantis 1192: 07.2.2 Bindable children nodes - Undefined results if
>>    bindable node is under Switch or LOD is problematic
>>
>> https://www.web3d.org/member-only/mantis/view.php?id=1192#bugnotes
>>
>>
>>
>> Comment on 19775-1: Abstract X3D Definitions - V3.3
>> 7.2.2 Bindable children nodes
>>
>> http://www.web3d.org/documents/specifications/19775-1/V3.3/Part01/components/core.html#BindableChildrenNodes
>>
>> -----------------
>> Subject: Undefined results if bindable node is under Switch or LOD is
>> problematic
>>
>> Spec sayeth:
>> "The results are undefined if a bindable node is bound and is the child
>> of an LOD, Switch, or any node or prototype that disables its children."
>>
>> This leads to all manner of inconsistent problems among scenes. It also
>> means that Inline node (which may or may not include bindable nodes) has
>> undefined behavior under LOD/Switch/etc.
>>
>> As a result, in addition to indeterminate X3D browser behavior, it means
>> that X3D scenes are not fully composable. That is contrary to X3D design
>> objectives.
>>
>> Different prose and deterministic guidelines is needed in this section
>> that provides clear rules for binding/unbinding nodes when they become
>> active within LOD/Switch/etc. Small adaptations to current binding rules
>> can likely address this problem satisfactorily.
>>
>> Related: Mantis issue 749
>>
>>
>>
>> April 29:
>>
>> Analysis during X3D Working Group call:
>>
>> a. Switch would keep each binding stack aligned with whichever child was
>> active, thereby binding and unbinding nodes whenever the Switch level is
>> modified.
>>
>> b. LOD would have all of its child bindable nodes on the binding stack
>> throughout, so that user experience was consistent. For example, it would
>> make no sense for Viewpoints to get arbitrarily unbound and bound, based on
>> range to viewer, as a user independently navigated through a scene.
>>
>> c. LOD attempting to maintain author intent has access to all Viewpoint
>> nodes on binding stack, and range-to-viewer LOD transitions are either
>> flexible suggestions (browser-optimization control) or rigidly enforced
>> (forceTransitions field is TRUE). Thus if a node is subsequently bound by
>> user in a different inactive LOD child branch, then that binding event is
>> honored and that LOD child branch becomes the active child branch. This
>> binding event (and changed LOD child branch selection) takes precedence
>> over browser range/performance considerations, and also takes precedence
>> over whatever value is provided in forceTransitions field. (Example:
>> selecting a room Viewpoint while in a large building model).
>>
>> d. NavigationInfo, Background and Fog binding stacks and responses to
>> binding events should behave identically to Viewpoint. Variations would be
>> exceedingly complex and not understandable. Consistency means that author
>> intent and user action always take precedence, for Switch and LOD response.
>>
>> Spec editors work on integrating these principles as specification prose
>> (we are close already) and report back recommended changes to X3D working
>> group.
>>
>> Don's opinion: this will significantly help user-sensible scalability of
>> huge (perhaps Metaverse-scale) models using many Inline and prototype
>> nodes, enabling predictable and performant navigation and traversal
>> throughout.
>>
>>
>>
>> Today’s session.
>>
>>
>>
>> Alternatives deserving working-review consensus:
>>
>> a. Recommending this clarification of undefined prior specification prose
>> might add important value, or might be construed as a technical change to
>> X3D4.0 that possibly requires future re-balloting as another X3D 4.0 DIS
>> (which is not an acceptable outcome).
>>
>> b. If not balloted then this becomes an X3D4.1 issue.
>>
>> c. Web3D might consider some alternative approach to strongly encourage
>> adoption of this clarified approach in order to further encourage greater
>> scalability of multi-world environments, and better alignment with shared
>> Metaverse design imperatives. For example, are we creating a Best Practices
>> Pending X3D 4.1 Approval document of some sort?
>>
>>
>>
>>
>>
>>
>>
>> 2. We only have 4 total issues to review as planned Web3D comments.  This
>> will occur during a single working-group meeting, 7 OCT.
>>
>>
>>
>> Deadline for X3D Ballot comments:
>>
>>    - OCT, Web3D comments to INCITS (U.S. National Standards Body
>>    - TBD OCT, INCITS comments to SC24
>>    - 4 NOV, SC24 comments to ISO
>>
>>
>>
>> No meeting currently planned for 30 SEP.
>>
>>
>>
>> 3. Bonus round: we worked on the “layer” diagram from recent meetings a
>> bit more.  Latest X3dApplicationStackLayerExamples is attached, all
>> comments welcome.
>>
>>
>>
>> Have fun with X3D!
>>
>>
>>
>> all the best, Don
>>
>> --
>>
>> Don Brutzman  Naval Postgraduate School, Code USW/Br
>> brutzman at nps.edu
>>
>> Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA
>> +1.831.656.2149
>>
>> X3D graphics, virtual worlds, Navy robotics https://
>> faculty.nps.edu/brutzman
>>
>>
>>
>> _______________________________________________
>> x3d-public mailing list
>> x3d-public at web3d.org
>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>
>>
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