From: Don Brutzman <brutzman@np...> - 2012-10-06 22:20:38
i am interested in testing the freewrl X3D player on iphone 4s, if possible. TIA.
all the best, Don
Don Brutzman Naval Postgraduate School, Code USW/Br brutzman@...
Watkins 270, MOVES Institute, Monterey CA 93943-5000 USA +1.831.656.2149
X3D graphics, virtual worlds, navy robotics http://faculty.nps.edu/brutzman
> i am interested in testing the freewrl X3D player on iphone 4s, if possible. TIA.
> all the best, Don
I hope John pipes up. It almost looks to me like an iPhone app was not published to the Apple app store, otherwise it would have been listed here in the Mobile section:
IIRC John did quite a bit on the iPhone version, then switched over to Android and did publish an Android version.
PS what do you think of the following as a concept, is anyone already doing this:
SSR Server Side Rendering
- you upload your web3d scene to a special server
- then you get a URL for it which you record
- from any Canvas-supporting browser (no webgl needed) you go to the URL and it renders a snapshot on the server, ajaxes the image to the client browser, and the image is positioned on the canvas. Then when you navigate in the web3d scene -by dragging a finger on a touch screen, or mouse- a 3D grid of lines drawn on the regular canvas appears and moves in response to your navigation to give you a sense of motion. When you lift your finger/mouse button, it sends the cumulative navigation pose change to the server, which renders another scene snapshot and sends to the client and it's drawn on the canvas.
- you can upload your old scenes with protos and script nodes - no changes needed
- webgl isn't needed, just regular canvas, so InternetExplorer will work
- no app-store app or browser plugin is needed
From: John Stewart <alex.stewart@cr...> - 2012-10-08 01:57:39
I am - literally - back home from a nice, quiet vacation in the USA. Did take my laptop with 2 un-SIMcarded Android phones, and I do have some changes to check in. Not much WiFi access in Ogunquit, Maine.
Don - @work, I went from iPhone to Android maybe this time last year, as apple silently took away some WIFI monitoring ability I was using. Apple also charge $100.00/year to give software away, and at this point in time, I no longer feel like paying that.
The recent OpenGL-ES2 changes that have gone in for Android should be 100% cross platform, so the iPhone port should compile ok still. I believe that the code for the front end is in the cvs tree; a simple Xcode build would show whether it compiled properly. Then, you need all the provisioning profiles, etc, for the iPhone, which means the $100.00/year account, and the provisioning profiles only last about a month.
Not sure about the licensing agreements anymore with the apple app store, either.
Anyone want to give it a try? It *is* still on my todo list, but focusing on getting the Android port up to 95% or 100%.