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ANN: OpenVRML 0.16.0
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| Braden McDaniel 2006-08-12, 6:31 am |
| OpenVRML 0.16.0 is now available. The distribution can be obtained
from
<http://prdownloads.sourceforge.net/...tar.gz?download>
OpenVRML is a C++ runtime library for VRML97 and X3D worlds. It is
capable of reading and displaying VRML/X3D; it can be used for creating
loaders, file converters, and VRML/X3D browsers.
OpenVRML includes a Mozilla browser plug-in.
You can find OpenVRML on the Web at
<http://openvrml.org>
New in OpenVRML 0.16.0:
- User-extensible I/O subsystem based on the standard C++ IOstreams.
- Asynchronously load Inline worlds.
- Asynchronously load and progressively render PNG and JPEG images.
- Added support for nonnative EXTERNPROTOs. EXTERNPROTO
implementations are loaded asynchronously.
- Support for constructing scene graphs from Classic VRML-encoded X3D,
including the Core, Interchange, Interactive, MPEG4, Immersive, and
Full profiles.
- Mozilla plug-in now uses the Web browser for resource fetching; so
it gets the benefit of the Web browser's cache.
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| Joerg Scheurich aka MUFTI 2006-08-17, 3:43 am |
| > OpenVRML 0.16.0 is now available.
....
> - Asynchronously load Inline worlds.
> - Asynchronously load and progressively render PNG and JPEG images.
> - Support for constructing scene graphs from Classic VRML-encoded X3D,
Is there a way to start the animation of the world after Inline and Textures
have been loaded when in VRML97 mode ?
In VRML97 there is no X3D LoadSensor....
so long
MUFTI
--
Das Internet ist nur eine Randerscheinung
(William Henry Gates III)
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| Braden McDaniel 2006-08-18, 4:33 am |
| On Thu, 2006-08-17 at 07:25 +0000, Joerg Scheurich aka MUFTI wrote:
> ...
>
>
>
>
> Is there a way to start the animation of the world after Inline and Textures
> have been loaded when in VRML97 mode ?
> In VRML97 there is no X3D LoadSensor....
Not presently. But what kind of control are you looking for? At the C++
API level? Or via JavaScript in the Script node? Or perhaps something
else?
One way to do it would be to import LoadSensor into a VRML97 scene via
EXTERNPROTO. That won't quite work right now because OpenVRML's
LoadSensor is currently just a stub--it'll create the node; but the node
won't actually do anything for you. Though this would work once
LoadSensor is implemented (including augmenting OpenVRML's streaming API
to support it properly).
That approach is, of course, not particularly portable. But I think you
know that VRML97 by itself doesn't offer the facility you seek; thus
*any* means of doing this within VRML97 won't be very portable. It
*will*, however, degrade gracefully for VRML97 browsers that don't know
about LoadSensor.
Another issue: it's not clear to me whether LoadSensor provides a
facility for monitoring EXTERNPROTO implementation downloads. If it
doesn't, then we're back to a C++ API-based solution (which could
potentially be exposed to a scripting API; though I tend to be wary of
adding nonstandard extensions there).
--
Braden McDaniel e-mail: <braden@endoframe.com>
<http://endoframe.com> Jabber: <braden@jabber.org>
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| Joerg Scheurich aka MUFTI 2006-08-24, 6:55 pm |
| > > Is there a way to start the animation of the world after Inline and Textures
[color=darkred]
> Not presently. But what kind of control are you looking for? At the C++
> API level? Or via JavaScript in the Script node? Or perhaps something
> else?
I think, the "world entry script" approach by cosmoworlds1.02/cosmoplayer
would be a good idea.
AFAIK in this approach, the start of the initialize() of a (the last ?)
Scripting node is delayed since all further downloads are completed.
For a browser and browserplugin (not a API) like openvrmls lookat, it would be
usefull, to have something like a ENABLE_WORLD_ENTRY_SCRIPT environment
variable and a check if it is set.
so long
MUFTI
--
Eine oder mehrere Erinnerungen werden moeglicherweise nicht angezeigt.
(Fehlermeldung von Micro$oft outlook)
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