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Hi John
Regarding the Triangle nodes I agree that X3D has
sometimes a bit of a node bloat philosophy.
The IndexedFaceSet could represent handle it
all.
On the other hand IFS in its generic form with per
face attributes, creaseAngle and seperate index list into attributes
array
doesn't fit the Open GL or Directx
layout.
To render an IFS, one need to reformat/copy
the data to flattened array structures.
The Triangle Set nodes are more constrained, they
are fitting better direct the OpenGL geometry mapping.
But for DirectX9 requireing the interleaving
of all attributes of a vertex into one structure, they don't help
much.
Hardware Shaders so far operate
indepentently on vertices and pixel / fragments, they can work on all
primitives,
I don't see Justins point here, beside there might
be differences how implementations compute normals etc.
This changes with DirectX 10 adding geometry shader
capability where the actual input triangle structure is
important.
Unfortunately in DirectX10 you always need
to implement all appearance using a shader,
so the classical OpenGL
lighting/material/texture/multitexture/fog model has been completly
removed.
Greetings
Holger
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