This is Interesting: Free Magazines for Graphics designers and webmasters  


Home > Archive > VRML > December 2003 > put new shapes into world at runtime





You are viewing an archived Text-only version of the thread. To view this thread in it's original format and/or if you want to reply to this thread please [click here]

Author put new shapes into world at runtime
Robert Ludewig

2003-12-04, 1:00 pm

Hello, is there a way to load new obejcts (shape-nodes) into the .wrl
scene. All shapes need to be defined in one .wrl-file only that some
of them will only be displayed later.
Herbert Stocker

2003-12-04, 1:00 pm



Robert Ludewig wrote:
quote:

> Hello, is there a way to load new obejcts (shape-nodes) into the .wrl
> scene. All shapes need to be defined in one .wrl-file only that some
> of them will only be displayed later.



Use the Switch Node. It can turn on and off geometry.

BTW, if turned off, they don't use CPU cycles in the renderer.


Herbert

--
Herbert Stocker (aka hersto)
http://www.hersto.de
www.bitmanagement.de

Robert Ludewig

2003-12-04, 1:00 pm

If I set the transparancy to 100% (with scalarinterpolator or with the
trancparency field in material node) will cpu cylcles be used for rendering?


Joerg Scheurich aka MUFTI

2003-12-04, 1:00 pm

> If I set the transparancy to 100% (with scalarinterpolator or with the
quote:

> trancparency field in material node) will cpu cylcles be used for rendering?



Yes. Even when the cpu cylcles are be not used for graphical rendering,
they will be used to detect collision.

AFAIK it is legal to control the navigation of users via collision on
100% transparent shapes. Therefore it would be a error, to optimize 100%
transparent objects away.

so long
MUFTI
--
Unbekannter Fehler. Der Fehler 999 wurde erkannt.
Legen Sie den Datentraeger "C:\" ein, um den Fehler zu beheben.
Fortfahren/Fortfahren
Sponsored Links


Copyright 2003 - 2008 forum4designers.com  Software forum  Computer Hardware reviews