<br>Dear Kristian,<br><br>I thank you for your answer.<br>I know understand a bit better how it works.<br><br>I was actually asking to guys of Web3D how should be managed a "mutli-part" scene in X3D in <a href="http://www.web3d.org/message_boards/viewtopic.php?f=7&t=2084">this thread</a>, and I got the answer of using X3D <Switch> which I'm not sure is the correct answer.<br>
<br>What you describe is interesting and I will have a deeper analysis of it.<br><br>Thanks for you help.<br>Best regards,<br><br><br>Pierre<br><br><br><br><br><div class="gmail_quote">2010/3/11 Kristian Sons <span dir="ltr"><<a href="mailto:kristian.sons@supporting.com">kristian.sons@supporting.com</a>></span><br>
<blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><br>
Hi Pierre,<br>
<br>
though Berk answered your questions already, Christophe Mouton from EDF<br>
asked me to add some details.<br>
I contributed the rewrite of the X3D exporter and the binary X3D exporter<br>
on behalf of EDF.<br>
<br>
The X3D exporter is not aware of the composite data types of VTK. It works<br>
roughly like this:<br>
<br>
1. Get all the actors from a vtkRenderWindow (it implements the vtkExporter<br>
interface)<br>
2. Each Actor is mapped to a X3D <Shape><br>
3. Each vtkProperty/vtkTexture is mapped to a X3D <Appearance>, <Material>,<br>
<PixelTexture><br>
4. Each geometry is either a vtkPolyData or is converted to vtkPoylData<br>
using the vtkGeometryFilter<br>
5. The vtkPolyData is mapped to X3D <IndexedFaceSet>, <LineSet>, <PointSet><br>
<br>
It's generally not a big task to add composite support to the exporter, the<br>
Appearance could be reused using the USE/DEF semantic of X3D.<br>
<br>
Best regards,<br>
<font color="#888888">Kristian<br>
<br>
<br>
<br>
</font></blockquote></div><br>