From: Lars W. <chr...@ab...> - 2000-03-26 18:31:27
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Hi Eric, Sunday, March 26, 2000, 8:04:54 PM, you wrote: >> VRML sux also a lot! Even on an Onyx it's dead slow! EB> And this binary format is going to be any more efficient? Yes. Because it would be SIMPLER but also powerful enough. I've read an article from a SGI guy that explains why VRML is the wrong why to do things. For one, you have to get the whole scene even if you are not near that object. Also VRML is NO standard it has been polluted by $GI and M$ to be unusable. Also it is very big and it is very hard to convert "normal" 3D-data in VRML. It has no normed support for sprites, particles or a mixture of Line and Polygon representation (Ever tried to render a web of a spider in VRML). It has a very bad handling of polygons etc. It also has no support for voxels or volumetric models. there is no possibility to do REAL spotlights or shadows or bump-mapping or moving textures or... Also it is very noisy and not binary. EB> if you have a binary representation, you still have to render it EB> (which is where the heavy load and calculations occurs). Yea. But VRML is not very hardware near. Also it's support of LOD sucks. You have to load the complete scene first before you can see even low detail. EB> Reinventing the wheel may sometimes be necessary, but if you have something to go EB> off of, you can improve on it, or remove possible things. Sorry but VRML is dead. EB> XML (which EB> has about 100 pages of sepcs) is actually an improvement over SGML EB> (which had about 500 pages of specs) due to simplification and EB> removeable of unneeded things. Sorry be i think that these specs are for PLAINTEXT. Maybe Plaintext is good for BUILDING things but i think it should be compiled and stored into a binary form! EB> For simple systems and fast computer systems, it is good. The more EB> items you put into it, the more computations intensive it becomes, which EB> would be the case in our situation. But we are going to have a very complex system with a lot of data moving and clients that range from "normal" PCs to Highend-Machines. EB> With VRML, you can have multiple representations of the same thing, one EB> being for far away (requiring less detail/computations) and one being EB> for close up (more detail and computations, but also allow for clipping EB> of none related items) This is not VRML but the renderer. Also VRML does not support clipping etc. EB> If you guys say this is not the route you want to go, then fine...I just EB> hope you can give me a little more reason then...it sucks. Hope i gave you enough reasons... EB> Eric CD EB> _______________________________________________ EB> Threedsia-dev mailing list EB> Thr...@li... EB> http://lists.sourceforge.net/mailman/listinfo/threedsia-dev -- "One dead is a tragedy, thousand deads are a statistic." Karl Marx e-mail: chr...@ab... Homeage: http://www.abyssos.de/ PGP-Key: http://www.abyssos.de/keys.asc PGP fingerprint: 4950 8576 778F DEDF 85D1 C04D 586F 2C45 E714 E13A ICQ#: 40287768 IP: chromedemon.myip.org |