Hi,
I don't feel like it's a hack, doing what you do (however, I'm not one
of the lib writers, they might feel differently :). It's merely a way
of pushing your data through a format which does not directly support
what you're trying to do. (We do something similar by embedding
collision and visualization geometry in the same file, naming the
nodes differently and not rendering the collision parts.)
I'm no expert on the VRML-format, but the definition should be
available on the net (see also VRML97, which is much the same thing as
VRML 2.0).
The spec is on web3d page:
http://www.web3d.org
VRML97 (like VRML 2.0) does not support 3D-Texture coordinates or
3D-Textures but
there is a AMD1 specification for X3D (on the same side) which includes
new nodes to support both.
Our plan is to extend the VRML-loader after the OpenSG-siggraph-release
to include some X3D nodes and 3DTexture support
is probable one of the extensions we are going to implement.
DDS is a format which supports 3d-textures (and almost all type of
texture formats that modern graphic cards support). I'm fairly sure
the DevIL-library supports DDS & 3D textures. As to creating
3d-textures, I don't really know, as I'm not an artist. One way would
be to use photoshop or some other content tool using layers, and
import those files (psd) as textures (given some restrictions).
There is already a DDS loader in OpenSG which loads 1D/2D/3D Textures
with mipmaps and even cube-maps.
Therefore the VRML-ImageTexture can already load 3D-Textures.
However, you may have to set some extra chunk-paramter by hand.
Just try it.
There is a nvidia-side which has a couple dds-tools and even
a plugin for photoshop to create e.g. volume textures (which
is the name for 3DTextures in D3D/DDS):
http://developer.nvidia.com/object/nv_texture_tools.html
regards,
Johannes
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