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RE: [www-vrml] FW: [x3d-public] New Version of River of Life is Posted: PleaseTest



Hi Sergey:

Ok.   Changes made.  I won't guarantee accuracy because it is late and I'm
dog-eared.   The Proto/Group example works perfectly.  Thanks!  I hunted it
down across the files and got as many as I found.  They are loading
correctly in Cortona on the home machine.   I'll check the sequences next.

I'll test the online tomorrow from a faster line on a better machine than
the home 'droid.

len



From: owner-www-vrml@web3d.org [mailto:owner-www-vrml@web3d.org] On Behalf
Of Bederov, Sergey


Hi Len,

> Note, this was set FALSE.

The default value of normalPerVertex is TRUE.

> > It is recommended to wrap all PROTO's nodes by a big Group, so
> > this Group is considered the first node and added to the scene.
> > Maybe there is a similar issue with other PROTOs, you should
> > check them.
>
> I changed these but got no results.   Do you mean the Group node to
> effectively be a root for the scene graph (enclose ALL protos)?  That
didn't
> seem to work.  May I see what you did?

No, I have meant to make a Group to be the root inside the PROTO. For
example:

PROTO AAA [
    exposedField ...
]{
    Group {
        children [
            DEF Timer TimeSensor {}
            Shape {}
            Transform {}
        ]
    }
    DEF Scr Script {}
    ROUTE ...
}

The general rule is to include all important nodes into a single root Group
or Transform going first in the PROTO declaration. These important nodes are
shapes, light sources, fogs, sensors etc. Nodes that don't affect rendering
and don't interact with the user, such as scripts, timers or interpolators,
do not have to be included into such Group because they continue working
even though they are not part of the scene graph.

> > The flattened elephants appear so strange because there is
> > a Billboard inside a Transform with non-uniform scale. 
>
> I changed those per instruction.  

Now their behaviour is still quite strange. They are not so flattened as
previously, but when I walk near them, they start flying around me in
strange trajectories. Try changing the value of axisOfRotation to "0 1 0".
In this case they will rotate only around the vertical axis and no strange
effects will appear.

> 1.  The texture/text over Kamala is visible onload.  This
> should be transparent and only run at the end of her cycle
> (back at the bridge) by the move script.

When I view the scene in Cortona, I don't see the text over Kamala.

> Also, the Shooting Star (cred: Cecille Muller, a VRML
> goddess IMO), isn't running.  This works in BS Contact.

The stars seem to be working.

> 2.  The sounds don't load or sequence quite properly. It
> appears that some of the timers aren't firing as scripted.
> I'm using audio out values extensively in the scripted behaviors.

It takes a long time to listen to all the sounds, moreover I don't know how
they should be sequenced. The wind is blowing, maybe too silent, and the
initial OM can be heard, maybe too late. If you make an example that
indicates a particular problem with sounds, I will look at it and maybe find
a way to correct it.




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