[x3d-public] Should Material.diffuseColor be updated to 1.0 1.0 1.0? & Should normalTexture be removed from UnlitMaterial?
Holger Grahn
hg at snafu.de
Fri Sep 26 04:00:44 PDT 2025
Hi Michalis,
> As for diffuseColor making texture darker: this is indeed the case (by
> default, texture gets multiplied by 0.8), but this is equal in X3D 3.x
> and 4.x. *For grayscale textures*. For RGB textures, we did one other
> change, that may cause darkening -- see below.
No no, if you look at the origingal VRML97 spec eg. at
https://www.bitmanagement.com/developer/spec/vrml97specification.pdf
Material diffuseColor is ignored (i.e. white) for texture types RGB RGBA
See table 4.6. ODrgb = ITrgb, so diffuseColor in this case is ignored !
diffuseColor is still useful in this case to modualate with
GRAY/Intensity textures.
In general I am glad about the new features of Material and
PhysicalMaterial in X3D 4
My concern would be to have the new Material texture fields as a derived
node (AdvanceMaterial) from the classical Material, for many scenes with
simple Materials X3D 4.0 Material implementation needs much more memory
and code, even for simple shapes.
Many Greetings
Holger
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