Difference between revisions of "X3D Multitexture"
From Web3D.org
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Instant Reality | Instant Reality |
Revision as of 16:15, 24 April 2013
X3D Multitexture needs a complete review of current capabilities to ensure that proper support is required.
Contents
X3D Specification and Possible Technical Issues
Multitexture capabilities are defined in the Texturing Component of the X3D Specification.
Technical problems and issues
- Dave Arendash has posted several times on specification deficiencies and Need good multitexture example
- Michalis Kamburelis has posted a detailed list of Problems with existing X3D MultiTexture specification based on implementing these capabilities in the Castle Game Engine
- Yvonne Jung reports
Having multiple textures for shaders is possible, but the compositing modes defined in the spec basically exactly map to some around >12 year old GL extensions from the pre-shader times. So, no, it won't supported in that way.
- Timo reports that X3DOM can use a shader approach:
- commonSurfaceShader01.xhtml
- commonSurfaceShader02.xhtml
- x3dom_composedShader.xhtml is a bump mapping example with multitextures
X3D Players Implementing Multitexture Capabilities
Player support for X3D components summarizes currently known capabilities for all players and all components
BS Contact
- Bitmanagement Feature Labs provides a Multitexture Lab allowing live modification of an example scene
Instant Reality
X3DOM
- MultiTextureNodes are part of the X3DOM HTML-Profile
X3D Authoring Tools Implementing Multitexture Capabilities
Tool support for X3D components summarizes currently known capabilities for all authoring (and conversion) tools and all components
Example Scenes for Testing
- Castle Game Engine has posted a number of VRML / X3D demo models. Inside texturing_advanced/ subdirectory there are a number of multi-texturing examples (mostly in classic encoding) in multi_tex_* files.
- Multi Texture Design Pattern is an initial example (figure), more scenes will be added to X3D for Advanced Modeling examples