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RE: [x3d-public] Migrating ROL to X3D: Nyet.



Hi Len,

Thanks for trying that out with Flux, and sorry your mileage wasn't better.

Some detailed bug reports would help us tremendously. "Disaster" doesn't
give us enough technical information ;-) We're here to help.

Let us know;

Tony


> -----Original Message-----
> From: owner-x3d-public@web3d.org [mailto:owner-x3d-public@web3d.org] On
> Behalf Of Len Bullard
> Sent: Tuesday, December 19, 2006 9:26 AM
> To: 'seamless3d'; 'Joe D Williams'; 'Paul Aslin'; www-vrml@web3d.org; x3d-
> public@web3d.org
> Cc: 'Rita Turkowski'
> Subject: [x3d-public] Migrating ROL to X3D: Nyet.
> 
> I hate to say it:  I tried the editor and browser being recommended (FS)
> to
> move to standards compliance. This is a complete disaster for the ROL
> project.  From rendering to speed to support for external files, nothing
> worked as well as it does using vanilla VRML97 and the browser I started
> with.  It can't load the ROL world as-built and the individual models load
> with odd differences that are too numerous to get into here.
> 
> We have a ways to go in cross-platform compatibility.
> 
> So my paranoia about changing tools and standards in the middle of a
> project
> is proven correct.   I'm not dissing Flux or Flux Studio.  I think if one
> starts a project with these tools, one gets fine results from what I could
> see by inspection of the native models at the site.  But upward
> compatibility from pre-existing models is still a 70% kind of affair and
> with the amount of work that last 30% is spread across a complex world, it
> is unacceptable at this time.
> 
> ROL remains firmly VRML97 and BS Contact 7.0.
> 
> Rats!
> 
> len
> 
> 
> 
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