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Re: VRML doubts...

In response to your questions:

First of all, you should be sure that the material you have read is about the
Vrml 2.0 spec, as the Vrml 1.0 spec had no provisions made for behavior at all.
 If you would like to check the 2.0 spec out, you can find it at:
http://vrml.sgi.com/moving-worlds/index.html

1.  Look at the viewpoint node to see how to control camera positions.  The
first viewpoint is the initial camera position (at least in CosmoPlayer. . . I
think that's spec).  Furthermore, you can animate the person's camera by doing
a set_bind on the viewpoint.  This way you can 'attach' the camera to a part of
the hierarchy. . . so the viewer can be driving in a car . . . attached to its
model transform space.

2.  I'm not sure why you would want to control the resolution of texture
images, as size of texture rarely impacts drawing speed. . . just memory usage
and load time.  If you use an LOD, you have to fetch all of the different
images, which would be worse for both memory and load time than just using a
big image.  If what you really want to do is give people an option about what
resolution texture to go with, I'd be tempted to have high, medium, and low res
WORLDS. . . copies of the same scene with different res images, or perhaps use
the external API to have some logic on your page dynamically change the URL of
the texture nodes involved.

3.  You can change the lamp being on/off when somebody enters your world by
creating a NavigationInfo node's 'headlamp' field to be FALSE.

4.  I don't know what you mean by inclinated spinGroup.

5.  There are some Vrml2 examples in the spec.  Unfortunately, Vrml2.0 is
pretty new, so there aren't many resources out there with examples. . . but
that should shortly change.

Good luck,
Curt

-- 
The question of whether a computer can think is no more interesting than 
whether a submarine can swim.
						- Edsgar Dijkstra
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