Re: [vos-d] second draft requirements

2007-02-27 Thread Benjamin Mesing
Do you have any pointers to documentation on how this combination now called SAI works then? http://www.web3d.org/x3d/specifications/ISO-IEC-19775-X3DAbstractSpecification/ You are saying that I write a script node and somehow have access to my entire virtual machine, access to other

Re: [vos-d] second draft requirements

2007-02-26 Thread Rob Meyers
Assuming you are speaking about the step from VRML to X3D here: They have not cut off support for the external API. The thing about X3D is, that they've combined what was the EAI (external authoring interface) and the Browser Script Interface in VRML into the SAI (scene access interface) in X3D:

Re: [vos-d] second draft requirements

2007-02-25 Thread Lalo Martins
On Fri, 23 Feb 2007 14:49:43 -0500, Peter Amstutz wrote: On Thu, Feb 22, 2007 at 11:16:24PM -0500, Rob Meyers wrote: In terms of your scripts section, it would be great to have a COM binding to your api. Although this is pretty winders specific, it opens up all your code to .Net. I've done

Re: [vos-d] second draft requirements

2007-02-25 Thread Rob Meyers
Glad you've stuck with us. I remember VRSpace (well, visiting the web page anyhow). What became of that? It looks like there's still some mailing list activity. Oh yeah, VRSpace is still kicking as I understand. I stopped working on it somewhere in 2004 so haven't really played much with it

Re: [vos-d] second draft requirements

2007-02-23 Thread Peter Amstutz
On Thu, Feb 22, 2007 at 11:16:24PM -0500, Rob Meyers wrote: Hey yall, last time I wrote to this group was several years ago, but I have been reading the messages as they come along. I took an interest in your work back then as I was struck by the similarities it had with the project

Re: [vos-d] second draft requirements

2007-02-22 Thread Rob Meyers
To: vos-d@interreality.org Subject: [vos-d] second draft requirements Date: Sat, 3 Feb 2007 17:10:48 -0500 Alright, here's a second draft of the requirements document, based on the input I've gotten back so far. Creating Interreality Version 0.30.0 Peter Amstutz Copyright007 Peter Amstutz

Re: [vos-d] second draft requirements

2007-02-09 Thread Peter Amstutz
On Tue, Feb 06, 2007 at 09:52:51AM -0500, Reed Hedges wrote: On Sat, Feb 03, 2007 at 05:10:48PM -0500, Peter Amstutz wrote: Meshes and Effects Forgot Billboards I think. (Also terrain?) Right. I'll add those. The system shall support geometric primitives: cube, cylinder,

Re: [vos-d] second draft requirements

2007-02-06 Thread Reed Hedges
On Sat, Feb 03, 2007 at 05:10:48PM -0500, Peter Amstutz wrote: Meshes and Effects Forgot Billboards I think. (Also terrain?) The system shall support geometric primitives: cube, cylinder, cone, sphere. The system shall support Lindin Labs prims. In what manner? I.e. by

Re: [vos-d] second draft requirements

2007-02-03 Thread chris
Hi Peter, It's good to see you are adopting a plugin framework approach. on meshes I was thinking you should support the triangular strip array as that is a very efficient form for rendering. Also, there may be another common mesh format worth supporting such as the one used in Ogre3D. For

Re: [vos-d] second draft requirements

2007-02-03 Thread Peter Amstutz
On Sun, Feb 04, 2007 at 07:35:30AM +0900, chris wrote: Hi Peter, on meshes I was thinking you should support the triangular strip array as that is a very efficient form for rendering. Also, there may be another common mesh format worth supporting such as the one used in Ogre3D. For image