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- Help file for the VRML Converter (BETA VERSION)
-
- By Duncan McPherson
-
- 30th of April 1997 (0.1 Beta)
-
- * YOU MUST LET THE FILER 'SEE' !Euclid BEFORE RUNNING *
-
-
- What is it and how do I use it
- ------------------------------
-
- This program converts VRML files into !Euclid files. Once this is done you
- can edit the VRML files in the Euclid editor, and make animated films from
- them using !Mogul. I do not have a copy of !ArcLight, but I assume that they
- can be raytraced too.
-
- VRML files use floating point aritmetic. Euclid files dont. In order to get
- round this problem the user must specify a 'scale factor'. The only way to
- do this at the moment is by trial and error. Too large a scale factor, and
- you will not see anything. Too small and the object will become an
- indistinguishable blob.
-
- Once you have your VRML file loaded and converted, use the <select> mouse
- button to rotate, and <adjust> to scale the object. For more control you
- should save the file by pressing <menu>, and load it into !Euclid for
- viewing with a camera.
-
-
- Whats VRML Then?
- ----------------
-
- VRML is the most exciting thing to hit the internet since the world wide
- web. In its first version (VRML 1.0) it allows virtual worlds to be used in
- much the same way as web pages. You can click on virtual objects (just like
- HTML links) which take you into other worlds, read text, walk around and do
- most 'webby' things except in three dimensions. VRML 1.0 is not interactive
- though, and nothing in the worlds can move around.
-
- VRML 2.0 expands on this, allowing objects to be animated and the user to
- interact with the world in very sophisticated ways. With a suitable VRML 2.0
- browser you can create entire interactive worlds. 'Behaviours' can be
- attached to objects by means of a script language (Java/JavaScript e.t.c.),
- and the browsers allow for all manner of 'sensors' in a world to make things
- happen.
-
-
- This beta version
- -----------------
-
- !VRML allows you to convert VRML files into the Euclid file format. The
- program is under development on three fronts at present :
-
- i) A completely new version of the Euclid module is being written. This
- will interface to the old Euclid editor, and also optionally pass
- rendering commands to topmodels Gemini rendering engine (though it will
- be a little slower when doing this). The module will support all current
- euclid object types along with the complete VRML 2.0 node set. Support
- for ACE films and animation will be through the origional Euclid module.
-
- ii) All basic code to be converted into C, and linked to AOF versions of
- the ARM code sections of the programs.
-
- iii) VRML parser code to fully cope with VRML 2.0 object nodes, and VRML
- 2.0 conventions. A full VRML2.0 parsing system will be implimented along
- with work to re-write the Euclid module.
-
- Other long term goals (under consideration at present) are to interface
- script nodes to 'chockino', a java bytecode interpreter for RiscOS. I am
- also considering the possibility of a new script type 'armcode' which would
- allow vrml worlds to be animated very quickly.
-
-
- Known Problems
- --------------
-
- VRML exported from DaVinci dosent appear to heed the VRML 1.0 standard. Any
- files generated by this must be slightly altered. In particular DaVinci's
- info nodes dont appear to have the field name 'string' before an info string:
-
- Info { string "<info here>" }
-
- Also VRML is case sensitive, and DaVinci outputs one of the colour node
- field names in the wrong case (specularColor I think). This can be cured by
- putting the VRML file through a search and replace in a text editor.
-
- Before release the BASIC code used was crunched. This may have introduced
- bugs that I am unaware of - please report.
-
-
- Nodes not implimented / partially implimented
- ---------------------------------------------
-
- 1) LOD nodes are interpreted as groups. This means that different levels of
- detail are 'amalgamated' into one (can be messy). In the euclid file, any
- LOD nodes are named 'lod', and at present you must delete any unwanted
- levels of detail in the Euclid editor
-
- 2) Transformations are not implimented yet.
-
- 3) Indexed material/colour bindings are not implimented
-
- 4) Textures are ignored (Eudlid cannot render textures but supports them in
- it's file format)
-
- 5) Indexed line sets are ignored (euclid cannot mix wireframe & solid)
-
- 6) No support currently exists for prototyping VRML 1.0 nodes using the
- 'isa', or 'fields' directive. Support will be made for VRML2.0
- prototyping facilities.
-
- 7) Text nodes are currently ignored.
-
- 8) I'm sure there are more ...
-
-
- Possible additions
- ------------------
-
- If there is demand, I am willing to write a collection of routines to output
- VRML 1.0/2.0 files from Euclid files. It may also be possible to generate
- animated VRML 2.0 worlds using Mogul, however I do not at present have
- access to any file formats for this program.
-
-
- Licence
- -------
-
- This beta version of !VRML is freeware. By this I mean that it may be
- freely distributed as long as the application is complete (including this
- help file) and nothing is modified.
-
- You are asked (very nicely) to report bugs, and give me lots of
- suggestions/encouragement with future versions of the program.
-
-
- Contacting Me
- -------------
-
- Email : dfm@st-andrews.ac.uk
- dfm@dcs.st-andrews.ac.uk
- http://www-2nd-cs.dcs.st-andrews.ac.uk/dfm/home.html
-
- Until End of May 1997 :
-
- Duncan McPherson
- Room 46
- Scott Block
- David Russell Hall
- Buchanan Gardens
- St-Andrews
- KY16 9LY
-
- Home address :
-
- Duncan McPherson
- 72 Hilton Street
- Aberdeen
- AB24 4QS
-
- Have fun with VRML!
-
-