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So, this means that no X3D player could really understand the
modern(?) concept of a mesh with several materials (actually,
modelling programs been making them for a long time, was something I
faced on the Max to X3D exporter).<br>
<br>
I think it's time for a new node to be added to the spec!<br>
<br>
Dave A.<br>
<br>
<br>
<div class="moz-cite-prefix">On 2/4/2013 10:46 PM, Tony Parisi
wrote:<br>
</div>
<blockquote
cite="mid:CAHNoKZgU0vqDUUAf7fUdCJmfDhA-g13WXC_QG-ZzT-bri7GR5w@mail.gmail.com"
type="cite">Multiple Shape nodes wouldn't work: that implies
multiple meshes (vs. a single mesh with multiple materials). Yes,
you end up sharing vertices but the semantic is totally different.<br>
<br>
Tony<br>
<br>
<div class="gmail_quote">
On Mon, Feb 4, 2013 at 9:22 AM, Dave A <span dir="ltr"><<a
moz-do-not-send="true"
href="mailto:dave@realmofconcepts.com" target="_blank">dave@realmofconcepts.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
<div text="#000000" bgcolor="#FFFFFF"> Thanks, but again, this
is for Interchange, not so much Runtime.<br>
Maybe a proto would be best, assuming the reader can do
protos.<br>
Actually, I'll just store META data to aid translation.<br>
I still think a new Node type would be better.<br>
Also, for interchange, a more semantic way to specify simple
shader types like Bump, Bump Specular, etc. would be great.
Otherwise, the reader needs to do some AI to figure out what
the intent was.<br>
<br>
Cheers<span class="HOEnZb"><font color="#888888"><br>
<br>
Dave A <br>
</font></span>
<div>
<div class="h5"> <br>
<div>On 2/3/2013 11:13 PM, Cecile Muller wrote:<br>
</div>
</div>
</div>
<blockquote type="cite">
<div>
<div class="h5">Hi Dave,
<div><br>
</div>
<div><br>
</div>
<div>
<div>Your second idea is indeed correct: DEF the
Coordinate node in the first Shape and USE it </div>
<div>in the other Shape, that way you can have a
difference Appearance for each submesh.</div>
</div>
<div><br>
</div>
<div><br>
</div>
<div>
<div>For example:</div>
<div><br>
</div>
<div>#X3D V3.0 utf8</div>
<div><br>
</div>
<div>Shape {</div>
<div><span style="white-space:pre-wrap"> </span>appearance
Appearance {</div>
<div><span style="white-space:pre-wrap"> </span>material
Material {</div>
<div><span style="white-space:pre-wrap"> </span>emissiveColor
0 1 0</div>
<div><span style="white-space:pre-wrap"> </span>}</div>
<div><span style="white-space:pre-wrap"> </span>}</div>
<div><span style="white-space:pre-wrap"> </span>geometry
IndexedFaceSet<span style="white-space:pre-wrap">
</span>{</div>
<div><span style="white-space:pre-wrap"> </span>coord
DEF all_coord Coordinate {</div>
<div><span style="white-space:pre-wrap"> </span>point
[-1 0 0, 0 0 0, 1 0 0, 0 1 0]</div>
<div><span style="white-space:pre-wrap"> </span>}</div>
<div><span style="white-space:pre-wrap"> </span>coordIndex
[0 1 3 0 -1]</div>
<div><span style="white-space:pre-wrap"> </span>}</div>
<div>}</div>
<div><br>
</div>
<div>Shape {</div>
<div><span style="white-space:pre-wrap"> </span>appearance
Appearance {</div>
<div><span style="white-space:pre-wrap"> </span>material
Material {</div>
<div><span style="white-space:pre-wrap"> </span>emissiveColor
0 0 1</div>
<div><span style="white-space:pre-wrap"> </span>}</div>
<div><span style="white-space:pre-wrap"> </span>}</div>
<div><span style="white-space:pre-wrap"> </span>geometry
IndexedFaceSet<span style="white-space:pre-wrap">
</span>{</div>
<div><span style="white-space:pre-wrap"> </span>coord
USE all_coord</div>
<div><span style="white-space:pre-wrap"> </span>coordIndex
[1 2 3 1 -1]</div>
<div><span style="white-space:pre-wrap"> </span>}</div>
<div>}</div>
<div><br>
</div>
<div><br>
</div>
<div>If it's cumbersome, you could have a Script
that creates the Shape nodes</div>
<div>wrapped in a PROTO to have a more friendly
interface.</div>
<div><br>
</div>
<div><br>
</div>
See you,</div>
<div>Cecile</div>
<div><br>
<div class="gmail_quote">2013/2/1 Dave A <span
dir="ltr"><<a moz-do-not-send="true"
href="mailto:dave@realmofconcepts.com"
target="_blank">dave@realmofconcepts.com</a>></span><br>
<blockquote class="gmail_quote" style="margin:0 0
0 .8ex;border-left:1px #ccc
solid;padding-left:1ex"> Hey all,<br>
<br>
Been a while since I parsed the spec, but is
there support for submeshes?<br>
You know, where one set of vertices is shared by
different poly or triangle lists, and each of
those lists<br>
corresponds to a different Appearance?<br>
<br>
Or would I have to create a Group under which I
would put Shapes, with the first Shape's
geometry containing the coordinate list (and
first submesh's indices),<br>
then subsequent Shapes would USE that coordinate
list, providing their own indices (and
Appearances of course)?<br>
<br>
Cheers<br>
<br>
Dave A.</blockquote>
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