view3dscene 3.4 is released! (http://vrmlengine.sourceforge.net/view3dscene.php).
The codename of this release should be "Everything you wanted to know about textures", as most of the new features deal with X3D advanced texturing nodes.
All X3D multi-texturing nodes implemented. See also http://vrmlengine.sourceforge.net/vrml_implementation_status.php#section_x3d_multitex_clarifications for clarifications how MultiTexture.mode/source fields work and how to separate them for rgb and alpha channel.
All X3D cube map nodes implemented. This includes GeneratedCubeMapTexture, very useful to make mirrors, especially with the help of WORLDSPACEREFLECTIONVECTOR extensions (see http://vrmlengine.sourceforge.net/kambi_vrml_extensions.php#section_ext_tex_coord_worldspace).
All X3D 3D texture nodes implemented.
DDS (DirectDraw Surface) format is supported, for all texture types (2D, 3D in ImageTexture3D, cube map in ImageCubeMapTexture). S3TC compression, explicit mipmaps are all supported, more details here: http://vrmlengine.sourceforge.net/vrml_implementation_status.php#section_dds. New glViewImage 1.3.0 (http://vrmlengine.sourceforge.net/glviewimage.php) supports reading, writing and even limited editing of DDS images.
RenderedTexture node is implemented: a texture rendered from a specified viewpoint. See http://vrmlengine.sourceforge.net/kambi_vrml_extensions.php#section_ext_rendered_texture
Passing to GLSL shaders various uniform value types is implemented. This includes vectors, matrices and many more. Viewpoint.camera*Matrix (see http://vrmlengine.sourceforge.net/kambi_vrml_extensions.php#section_ext_viewpoint_camera_matrix) may be very useful to feed to shaders. You can also pass texture nodes to GLSL shader uniforms, following X3D specification (see http://vrmlengine.sourceforge.net/vrml_implementation_status.php#glsl_passing_uniform_textures).
New extensions to easily make projective texturing and shadow maps within your VRML/X3D worlds (see http://vrmlengine.sourceforge.net/kambi_vrml_extensions.php#section_ext_shadow_maps).
Anisotropic texture filtering (by standard X3D TextureProperties.anisotropicDegree).
Hardware occlusion query may be activated for rendering, this can speed browsing large scenes enormously. Try it by menu options "View -> ... Occlusion Query".
When using single texturing, you can set environment mode to REPLACE (default is MODULATE, see http://vrmlengine.sourceforge.net/vrml_implementation_status.php#default_texture_mode_modulate).
Added KambiScript (see http://vrmlengine.sourceforge.net/kambi_script.php) functions to operate on string characters: "character_from_code", overloaded "array_set", "array_get", "array_get_count", "array_set_count" for strings.
As usual, along with view3dscene release, we also release accompanying Kambi VRML engine (version 1.8.0) for developers, see http://vrmlengine.sourceforge.net/kambi_vrml_game_engine.php. Released binaries are compiled with FPC 2.2.4, sources can also be compiled with FPC from trunk (tested on 2009-08-21). I also provide binaries for Linux/x86_64 (not only 32-bit Linux/i386), as I see a demand for it.