[x3d-public] Please check file against standard.
John Carlson
yottzumm at gmail.com
Tue Jul 15 09:06:20 PDT 2025
Thanks for confirmation Michalis, I recently used Castle Model Converter to
identify joints that weren’t defined, but present in routes. Very useful
way to clean up routes!
John
On Tue, Jul 15, 2025 at 10:05 AM Michalis Kamburelis <
michalis.kambi at gmail.com> wrote:
> John,
>
> I saw your bugreport on
> https://github.com/castle-engine/castle-model-viewer/issues/110 ,
> which I think relates here.
>
> Sorry, I just didn't yet find time to investigate. But you are likely
> correct :) Indeed, geometry nodes can be placed in
> "BoundedPhysicsModel.geometry", "ParticleSystem.geometry". Our engine
> (Castle Game Engine used by Castle Model Viewer) quite likely makes
> spurious warnings about it. As we don't support the X3D physics nodes
> functionality yet (we only parse them), it is possible we generate
> some incorrect warnings and nobody noticed yet :)
>
> Thank you for the bugreport, I hope to find time around the weekend to
> investigate + fix. I will write in
> https://github.com/castle-engine/castle-model-viewer/issues/110 .
>
> Regards,
> Michalis
>
> wt., 15 lip 2025 o 16:46 John Carlson <yottzumm at gmail.com> napisał(a):
> >
> > Is this file standards compliant? I think I have the right list.
> >
> > Check the various ParticleSystem component nodes where they have
> "geometry." Does this mean that I need to provide a <Shape> node, or can I
> jjust provide <Sphere/>?
> >
> > Best viewed in Sunrize!
> >
> > Yes, I've used X3D-Edit and Castle Model Converter (CMC). I really
> wonder if they are correct.
> >
> > If you think the file is wrong, please show me in the standard. I don't
> know if a Shape node can stand in for geometry. This might have major
> effect on things like the X3D JSON schema.
> >
> > Yes, I have recent versions of X3D-Edit and CMC.
> >
> > Thanks!
> >
> > John
>
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