Re: [plib-users] XGL
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From: Devrim E. <de...@in...> - 2000-09-15 12:53:58
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> Devrim Erdem <de...@in...> wrote: > > > http://www.xglspec.org > > > >The ultimate solution to the loader problems ? > > Why should this solve problems for us? > The other formats will still be around. > I personally am sceptical about XML-based > 3D-formats since they are ascii > and I fear quite large. Yesterday I spoke > to someone who uses X3D, another XML-based > 3D format. He said size wouldnt be a problem > for X3D, but I am not convinced. VRML had the same problem and they have solved it by introducing wgz which is simply wrl+gz. The only thing that might be interesting is that there are other scene graph APIs around and wouldn't it be nice if all of these APIs build loaders for XGL instead or VRML, 3DS etc. Every API has a group of people trying to build loaders. Most of these loaders have problems. Most of the file formats are simply not good enough for realtime 3d. I expect to see a resistance from API and loader developers, but wouldn't that be nice if we had one "extendible" file format ? Existance of good GPL'ed XML parsers is also a good point. > I have no idea whether XGL is/will be a > good format. But I would be EXTREMELY > surprised if it would > replace the many other formats. I agree. /*=============================================== M. Devrim Erdem de...@in... Software Engineering info(+)TRON, Turkey Tel: +90 216 4921002, Ext 138 Fax: +90 216 3432132 Http://www.infotron-tr.com Http://www.machsim.com/devrimerdem ===============================================*/ |