Sweeeeeeet
Dave A
Hi, Dave --
What is missing is tutorial material that explains things in "content author"-speak. Fortunately, this is about to change. The new Daly and Brutzman book will be out in about another month.
-- Dick
/***************************************************
* Richard F. Puk, Ph.D., President
* Intelligraphics Incorporated
* 7644 Cortina Court
* Carlsbad, CA 92009-8206
* Tel: +1-760-753-9027
* E-Mail: puk@igraphics.com
* WWW: http://www.igraphics.com/ \***************************************************
-----Original Message-----
From: owner-x3d-public@web3d.org [mailto:owner-x3d-public@web3d.org] On Behalf Of Dave A
Sent: Wednesday, December 20, 2006 4:10 PM
To: Holger Grahn
Cc: John A. Stewart; X3D Graphics public mailing list; Web3D Consortium Members
Subject: Re: [x3d-public] Shaders and Triangles: was dedicated working-group focus on X3D interoperability
With this and other threads going around, it seems to me that the question being asked is: for whom should X3D be easy for: browser/plugin programmers, or content authors. My vote: content authors. Unfortunately, the spec has largely been driven by browser programmers. This IMHO is why X3D has been problematic.
Dave a
Holger Grahn wrote:Hi Johna bit of a
Regarding the Triangle nodes I agree that X3D has sometimesnode bloat philosophy.doesn't fit
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 arraythe Open GL or Directx layout.fitting better
To render an IFS, one need to reformat/copy the data to flattened array structures.
The Triangle Set nodes are more constrained, they aredirect the OpenGL geometry mapping.attributes of a
But for DirectX9 requireing the interleaving of allvertex into one structure, they don't help much.and pixel /
Hardware Shaders so far operate indepentently on verticesfragments, they can work on all primitives, I don't seeJustins pointhere, beside there might be differences how implementations compute normals etc.capability where
This changes with DirectX 10 adding geometry shaderthe actual input triangle structure is important.appearance
Unfortunately in DirectX10 you always need to implement allusing a shader, so the classical OpenGL lighting/material/texture/multitexture/fog<mailto:x3d-public@web3d.org>
model has been completly removed.
Greetings
Holger
----- Original Message -----
*From:* John A. Stewart <mailto:alex.stewart@crc.ca>
*To:* Justin Couch <mailto:justin@vlc.com.au>
*Cc:* X3D Graphics public mailing listShaders without; Web3D Consortium Members <mailto:consortium@web3d.org> *Sent:* Wednesday, December 20, 2006 9:10 PM *Subject:* [x3d-public] Shaders and Triangles: was dedicated working-group focus on X3D interoperability
Justin;
Throwing in some more canadian pennies in the bowl;
I'll go one step further. It's impossible to useof the exactthe Triangle* nodes. Shaders require direct knowledgecontrol overgeometry structure coming at them as well as precisework. Remove theevery aspect of the incoming geometry in order to*not* optimize,We still don't need the *Triangle nodes for shaders. What theTriangle nodes and you must also remove Shaders too as they're pointless without them.
browser would
need to recognize in your example, is that it shouldand feedspecified, and
the triangles as encountered. *that* mapping can bethe browserreside within an
certainly would know if a Shader was present, or not.
While shaders are certainly cool, and my GPUGems bookselbows reach of me, I doubt whether many on this listwould choosemoment, theirto, um, teach shader programming in high school, for instance.
Shaders are neat, and have their place, but, at theapplication--------------------------------------------------------------
is rather specialized.
-----------
for list subscription/unsubscription,
go to http://www.web3d.org/cgi-bin/public_list_signup/lwgate/listsavail.html
------------------------------------------------------------------------- for list subscription/unsubscription, go to http://www.web3d.org/cgi-bin/public_list_signup/lwgate/listsavail.html