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Re: [x3d-public] Shaders and Triangles: was dedicated working-group focus on X3D interoperability
I would not want to dump any of the real primitives. In fact, I'd like to see
a Plane which would just be a simple quad polygon, as they are sooooo handy.
I mean, you got a Box, so why not. But with some goading, Flux Studio may
have a plane-maker some day ;-)
I'm not sure that roundy bits are always going to be triangulated (or whatever).
There may be hardware or shaders that can truly digest a sphere or cone for
optimal rendering. Plus they're also damned handy. Very portable.
ElevationGrids - in their current incarnation - are nearly useless to me, as
all the quads are split in the same direction, and I need to be able to cut
some of them in the opposite direction. Or render as curved surfaces. And
they need to be bigger somehow. I know perhaps the hardware can't eat something
larger than 128x128. That's where, again, I'd like to see more smarts in
the tools and/or the browser, to break things up into whatever works best on
the current platform, and/or 'hint' fields to help the browser decide what to do.
Dave A
Alan Hudson wrote:
Dave A wrote:
Len and Alan: good points all, well taken
I can see some need for the fine control of specifying how something
gets into the hardware
(triangle-whatnots vs IFS), but I'd rather see field creep rather than
node creep, where
possible. IFS with 'tesselationHint' = "TRIFAN" "TRISTRIP" "DONTCARE"
etc, for example.
Like Normals are at the moment (admired but not required).
And if things get tough for the brower programmers, ask for help!
Perhaps there's some
code or algorithms floating around somewhere someone can contribute.
Taken to absurd extremes, the easiest thing for browser programmers
(god bless 'em, by the way)
is to just deal with lowest-level stuff. Then why have a high-level
language at all?
The triangle nodes were not added to make implementation easier. In
fact they were more work. They were added to give X3D programmers a
more effecient way of greating dynamic content. IFS is just not that
effecient a way of specifying geometry.
John's point is well taken, keep the language simple. I'd suggest the
trade is worthwhile in this case as it enables us to avoid a whole bunch
of other nodes. In theory(and this is where it gets interesting) we
don't need Nurbs, Extrusions, ElevationGrid, Sphere, Box et el as we
have an extensible way of creating geometry now. Ie a set of PROTO's
could be provided that implemented these things and they wouldn't need
to be in the base spec.
Of course likely that would look like script code stored someplace on
Web3D.org. What language, ecmascript? Could do but its not as
effecient as I'd like for really large worlds...
So we still end up with some higher-order nodes. But maybe we don't
have to.
IFS seems too complicated to be the base building block. It can do most
everything(strips and fans excluded for now). But its a big hammer.
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