Difference between revisions of "X3D Multitexture"
From Web3D.org
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== X3D Players Implementing Multitexture Capabilities == | == X3D Players Implementing Multitexture Capabilities == | ||
+ | BS Contact | ||
+ | Instant Reality | ||
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+ | X3DOM | ||
+ | * MultiTextureNodes are part of the HTML-Profile (http://www.x3dom.org/?page_id=158) | ||
== X3D Authoring Tools Implementing Multitexture Capabilities == | == X3D Authoring Tools Implementing Multitexture Capabilities == |
Revision as of 16:03, 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
- A bump mapping example with multitextures: x3dom_composedShader.xhtml
X3D Players Implementing Multitexture Capabilities
BS Contact
Instant Reality
X3DOM
- MultiTextureNodes are part of the HTML-Profile (http://www.x3dom.org/?page_id=158)