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



Understood.  As I said, it appears to be a great application, but changing
in the middle of the project is too rough to contemplate at this point.  

Some things I noticed immediately:

1.  Differences in the transforms of a grid that I am using for a background
and for the river waves.  The original script came from the V-Realm toolkit.
Holes would appear during the transformation that aren't in the original.
The viewpoint I set was also much closer.  What did render looked great.
This is one where the bright lighting effects are positive.

2.  The gifs disappeared.  I know they aren't required, they are simply
ubiquitous.  Gif animation is a cheap way to get certain things done.

3.  ROL won't load at all. The main world uses inlines and it choked the
browser to the point of having to hit ctrl-alt-delete and unlock it.  That
was a surprise.

4.  The lighting rendering is different.  Not surprised by that.  I know
this is an area of ambiguity and different engines doing different things,
but the Blaxxun rendering is richer in this particular world (something
about the muted colors with a fog node and possibly my own texturing choices
that favor deep reds and browns - the Capricorn in me).

5.  The avatar loaded but would not texture.  None of the behaviors worked.
Not surprised by that.

6.  Overall speed was much lower when navigating the elevation terrain.  The
world never loaded so I can't compare that.  I suspect given that other than
visibility sensors, I haven't optimized with the Blaxxun BSP nodes or cells
and portals that their automatic culling is good.  The terrain itself
rendered with much sharper edges.   The background surround mountains didn't
render but those are gifs.  There also may be settings that I didn't check.

Some things looked better, for example, the jpgs were brighter and more
detailed.   The editor features seem to be complete, advanced and a great
deal for the price (free to individuals).  I was amazed at how feature rich
the editor actually is.  Kudos to you and Keith on that.

I read the threads on your community page.  Some of these are covered there
so weren't surprising (eg lighting).  I was surprised that it choked on the
ROL main world.  OTOH, I'm pushing that hard with lots of scripts, inlines
and now the Avatar Studio-derived avatar.

I wish I could spend more time looking for the causes, but I have to build
as fast as I can before gainful unemployment comes to an end.  I am happy to
recommend the editor for new projects with X3D.

len


From: owner-x3d-public@web3d.org [mailto:owner-x3d-public@web3d.org] On
Behalf Of Tony Parisi

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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