Table 9.1

In the HTML, change the hyperlink for 9.5 to "#SupportLevels".

9.2

Append the following text as new subclauses:

9.2.5 IMPORT statement

The IMPORT statement is used within an X3D file to specify nodes which are defined within Inline files or programmatically created content, that are to be brought into the namespace of the containing file for the purposes of event routing. Once a node is imported, events may be sent to its fields via ROUTEs, or routed from any fields of the node which have output events. The IMPORT statement has the following components:

  1. The name of the Inline node that contains the node to be imported
  2. The name of the node to import
  3. An optional name to be used as an alias for the imported node within the run-time name scope, to help prevent name clashes within the parent scene containing the IMPORT statement.

The IMPORT statement has the following semantics:

  1. Once imported, events may be routed to or from the imported node in exactly the same manner as any node defined with DEF.
  2. Nodes imported into an X3D scene using the IMPORT statement may not be instanced via the USE statement.
  3. Only nodes that are exported from within the Inline via an EXPORT statement may be imported using a corresponding IMPORT statement.

The following example illustrates the use of the IMPORT statement (Classic VRML encoding syntax):

DEF I1 Inline {
  url "someurl.x3d"
}
      . . .

IMPORT I1.rootTransform AS I1Root
DEF PI PositionInterpolator { ... }
ROUTE PI.value_changed TO I1Root.set_translation

In the above example, rootTransform is defined as a Transform node in the file someurl.x3d and exported via an EXPORT statement (see 4.4.6.3 EXPORT semantics). The optional AS keyword defines an alias for rootTransform so that within the containing scene the node is referenced using the DEF name I1Root.

9.2.6 EXPORT statement

The EXPORT statement is used within an X3D file to specify nodes that may be imported into other scenes when Inlining that file. Only named nodes exported with an EXPORT statement are eligible to be imported into another file. The EXPORT statement has the following components:

  1. The DEF name of the node to be exported
  2. An optional name to be used as an alias for the exported node when importing it into other files

The EXPORT statement has the following semantics:

  1. Once imported into a containing scene, events may be routed to or from an exported node in exactly the same manner as any node defined with DEF.
  2. Exported nodes imported into a containing scene may not be instanced via the USE statement.
  3. Exportation may not be propagated across multiple files; that is, a node imported into one scene using the IMPORT statement may not then be further exported into another scene using the EXPORT statement.
  4. Nodes shall not be exported from the body of a PROTO declaration.

The following example illustrates the use of the EXPORT statement (Classic VRML encoding):

DEF T1 Transform {
   ...
}
     . . .

EXPORT T1 AS rootTransform 

In the above example, node T1 is exported for use by other X3D scenes. The optional AS keyword defines the exported name of T1 as rootTransform,i.e. other scenes may import the node only using the name rootTransform.”

9.3.2, 2nd paragraph

Replace the second sentence with the following text:

“The strings in these fields indicate multiple locations to search for data in the order listed.”

9.4.3, 5th paragraph

Append the following text:

“If all elements in the watchlist are already loaded by the time the LoadSensor is processed, the LoadSensor shall generate an isLoaded event with value TRUE and a progress event with value 1 at the next event cascade.”

9.5

In the HTML, change the bookmark for 9.5 to "SupportLevels".