<div dir="auto">I see a mistake. I don’t mean .x3dj files are shaders, but I don’t know if that’s ruled out in castle. I’m more referring to ExternProto for .x3dj, and also images (in the past) need “castle-data://“ in the URL to refer to the local data folder.</div><div dir="auto"><br></div><div dir="auto">Sorry for the confusion!</div><div dir="auto"><br></div><div dir="auto">John </div><div><br><div class="gmail_quote gmail_quote_container"><div dir="ltr" class="gmail_attr">On Sun, Oct 5, 2025 at 10:44 AM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="auto">Sure, Michalis,</div><div dir="auto"><br></div><div dir="auto">What I’m referring to is the urls in jsonmodelviewer used to (still?) require a “castle-data://“ prefix in order to be found. I am not referring to the castle model viewer.</div><div dir="auto"><br></div><div dir="auto">Sorry for not being plainer. Perhaps the recent work on https has gotten rid of this requirement?</div><div dir="auto"><br></div><div dir="auto">A special flag in a X3dToJson.xslt (or a new X3dToCastleJson.xslt) might indicate use of “castle-data://“ prefixes in .x3dj files, but only when targeting jsonmodelviewer.</div><div dir="auto"><br></div><div dir="auto">Again, I’m not sure if special urls are still a requirement, given recent work on https in castle, and they were probably never a requirement for castle model viewer.</div><div dir="auto"><br></div><div dir="auto">This is good information if you are making a Pascal game which includes .x3dj urls (like shaders), but unnecessary if you are using Castle Model Viewer. Inlining is still an option.</div><div dir="auto"><br></div><div dir="auto">Further details are welcome!</div><div dir="auto"><br></div><div dir="auto">John </div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sun, Oct 5, 2025 at 9:09 AM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com" target="_blank">michalis.kambi@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex" dir="auto"><br>
<br>
Note: I'm not sure what you mean by "Note that Castle, in the past,<br>
has had special URLs, indicating a X3dToCastle.xslt or special flags<br>
to add Castlisms." :) We don't have anything X3dToCastle.xslt , and<br>
I'm not sure what special flags you mean.<br>
<br>
Regards,<br>
Michalis<br>
<br>
sob., 4 paź 2025 o 23:46 John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> napisał(a):<br>
><br>
> Read through some of this as well,<br>
> <a href="https://www.web3d.org/x3d/stylesheets/X3dToJson.html" rel="noreferrer" target="_blank">https://www.web3d.org/x3d/stylesheets/X3dToJson.html</a><br>
><br>
> Note that in addition to X3DOM and X_ITE, there is also a prototype JSON .x3dj loader (JSON to DOM to XML) for Castle:<br>
> <a href="https://github.com/coderextreme/jsonmodelviewer/" rel="noreferrer" target="_blank">https://github.com/coderextreme/jsonmodelviewer/</a><br>
><br>
> But typically, a Pascal programmer would leverage this on their project, it’s not in the main model viewer yet that I know of. Note that Castle, in the past, has had special URLs, indicating a X3dToCastle.xslt or special flags to add Castlisms. But I think this is unnecessary for the base model viewer.<br>
><br>
> Further work would involve direct JSON to scenegraph conversion (first attempt failed).<br>
><br>
> John<br>
><br>
> On Sat, Oct 4, 2025 at 3:52 PM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank">yottzumm@gmail.com</a>> wrote:<br>
>><br>
>><br>
>><br>
>> On Sat, Oct 4, 2025 at 3:22 PM Don Brutzman via x3d-public <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>>If progress continues as planned, we should be able to have a draft XML DTD/Schema (and hopefully JSON Schema too) in the spring in order to start building, validating, and evaluating models with such new features.<br>
>><br>
>> Don:<br>
>><br>
>> Any time you want help with validating JSON documents, let me know. I can always rev-up my x3droundtrip project as well!<br>
>><br>
>> I also note that jsonlint provides schema validation that I apparently missed!<br>
>><br>
>> Here’s a version which supports<br>
>> draft JSON Schema 2020-12:<br>
>><br>
>> <a href="https://www.npmjs.com/package/@prantlf/jsonlint" rel="noreferrer" target="_blank">https://www.npmjs.com/package/@prantlf/jsonlint</a><br>
>><br>
>> If you can work with uncertainties in npm (check package.json and package-lock.json dependencies and pinned versions, make sure you’re not running postinstall scripts). Note that npm already checks for vulnerabilities. And if you have GitHub, it also checks for issues in the package*.json files.<br>
>><br>
>> I have not seen these features in ant, maven or gradle, but I have seen that maven repositories do report vulnerabilities.<br>
>><br>
>> One issue I haven’t resolved is choosing emoji’s versus X3D URNs in url fields. It’s a matter of iri-reference verses uri-reference in the format properties in the schema.<br>
>><br>
>> Note that I think you’ll probably find many issues with MFNode vs SFNode in X3dToJson.xslt which I haven’t reported. Most of my XML to JSON conversions have migrated to Holger’s x3d-tidy.<br>
>><br>
>> John<br>
>><br>
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