Hello, Am 10/7/2013 9:58 PM, schrieb toni at playsign.net: > I added one reply-comment there (we’ve also discussed it sometimes, how the synchronization GE probably sets additional requirements for the data, like local/replicated flags etc). If I understand it correctly that the question is about whether additional flags can be added to XML3D nodes, then the answer is, yes: this is possible. You can add whatever node attributes or child nodes you want to an XML3D node. If those are not part of the XML3D spec, they will be ignored when being processed to the renderer, but can be used by any other code via DOM operations. > Also a question for the DFKI guys about possibility of using the same scene for multiple view areas (may be impossible due to how webgl works, I’m not sure, hence asked). WebGL is the limitation here, indeed, as it only allows one (active) viewport per renderer instance. What is possible, is to have several XML3D elements and clone the scenegraph in every of the XML3D elements. In order to keep memory overhead low here, one could store shader, transformation and vertex data for meshes in external files and reference them from within the scene graph. Experiments we have done have shown, that compared to the actual scene graph (the tree of group- and mesh-nodes), this externalized data makes the majority of all data. But still: group nodes would have to be duplicated for every XML3D element, and scene graph states synchronized between different XML3D elements. ~Torsten
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