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
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:
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
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
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
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
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,
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
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
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
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