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SGI Cosmo Software 1997 May
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SGI Cosmo Software 1997 May.iso
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docs6.2
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cosmoworlds
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1997-05-23
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5. _K_n_o_w_n__P_r_o_b_l_e_m_s__a_n_d__W_o_r_k_a_r_o_u_n_d_s
5.1 _C_o_s_m_o__W_o_r_l_d_s
The current release has some limitations, as described in
the following sections.
5.1.1 _N_o_d_e_-_S_p_e_c_i_f_i_c__P_r_o_b_l_e_m_s
This section describes problems specific to certain
VRML 2.0 Nodes and their associated editors.
5.1.1.1 _N_o_d_e__N_a_m_e_s__a_n_d____1__S_u_f_f_i_x_e_s
+o Nodes name suffixes with an underscore-digit suffix,
such as "_1", are not preserved upon reading. Cosmo
Worlds, as outlined in the VRML spec, uses _1 suffixes
to differentiate between instances. If you read in a
file with nodes with such suffixes, you will not see
those suffixes once in the system. Change your
suffixes to use a dash ("-") instead of an underscore
("_"). (449198)
5.1.1.2 _T_e_x_t_u_r_e_s__a_n_d__t_h_e__T_e_x_t_u_r_e__E_d_i_t_o_r
+o The Texture Editor preview window will not reflect
changes made by other editors in the main scene (has a
local copy). This includes any texture image edits,
texture mapping changes (done in Pep Texture
Applicator), as well as material or geometry changes.
To see the changes in the Texture Editor's preview
window, you must re-select the object in the main
scene. (358948, 421549)
+o If you load a .wrl file with a reference to a texture
image that can't be resolved, Cosmo Worlds will display
your object with no texture. However, when you select
that object, the image editor buttons in the Media
palette will be active. Choosing one will cause
CosmoWorlds to start the external editor and point it
at a non-existent file, generating an error. As a
workaround, open the texture editor and replace the
image, or ignore the error until you can fetch the
remote texture.
- 2 -
+o VRML 2.0 does not define how browsers should map
textures onto indexed face sets without texture
coordinates. To guarantee that your texture are mapped
consistently in various VRML browsers, always use the
PEP Texture Applicator to generate explicit texture
coordinates and make sure to press the Apply button
even if the mapping looks the same. (424455) In rev
1.0.2 the Pep Texture Applicator default (planar)
mapping has been improved and might look different than
the main window. Again, use this tool to generate
explicit texture coordinates. (478247)
5.1.1.3 _V_i_e_w_p_o_i_n_t_s__a_n_d__t_h_e__V_i_e_w_p_o_i_n_t__E_d_i_t_o_r
+o There is no way to re-order Viewpoints in the viewpoint
editor, since it might involve re-ordering some objects
in your scene graph. Use the Outline Editor for this.
The current order can be seen in the browser by doing a
preview or by opening the Select list in the viewpoint
editor. (384985)
+o The Home view is not saved when switching between
viewers (Examiner, Walk, and Working Views). Authors
can create Viewpoints (with no description to prevent
browser from displaying them to the user) to create
permanent saved views. (299733)
+o Renaming a Viewpoint (in the Outline editor or
Viewpoint editor) will not automatically fix anchors
that might refer to it. (383767)
5.1.1.4 _E_x_t_r_u_s_i_o_n_s__a_n_d__t_h_e__E_x_t_r_u_s_i_o_n__E_d_i_t_o_r
+o If you create an Extrusion Node with the Extrusion
Editor and then turn on culling with the Normal Doctor,
it is possible that the caps will not cull correctly.
There are two workarounds. The first is to turn
culling off. If culling is imperative, then you can
convert the model to a PEP, open the Polygon Builder
plugin, and reverse the normals of the polygons that
are culling incorrectly. The disadvantage of the
second workaround is that when you convert the model
into a PEP you lose the ability to edit the object as a
primitive Extrusion; the geometry is converted to an
IndexedFaceSet. (401827)
- 3 -
+o You can animate the spine field of an extrusion using
the Extrusion Editor in concert with the Keyframe
Animation Editor. However, unpredictable animation will
result if you change the number of points in the spine.
It is best not to change the number of points in the
spine after adding the Extrusion as a member of an
animation. (440319)
5.1.2 _P_a_t_c_h_e_s
+o Patch 1932 (or a patch which supercedes that patch)
dramatically speeds up the cache building and plug-in
startup time for Cosmo Worlds. It can reduce the
initial cache building from minutes to tens of seconds,
and make individual plug-in loading nearly
instantaneous. This patch also allows your
LD_LIBRARY_PATH to be longer than around 100
characters. The runtime linker (rld) shipped with IRIX
6.2 may core dump if your LD_LIBRARY_PATH is too long.
Cosmo Worlds attempts to check for this condition and
prints a warning. (337982)
+o You must install Patch 1537 (or a patch which
supercedes that patch) to work around a bug in the File
Alteration Monitor shipped with IRIX 6.2MR. The
visible symptom requiring this patch was that changes
saved from Helper Applications were not always noticed
by Cosmo Worlds. This patch supercedes Patches 1258 &
1456, which also fixed this problem. (362713)
+o You must install Patch 1528 (or a patch which
supercedes that patch) to update your Digital Media
libraries to allow Cosmo Player to render movie
textures and compressed sounds properly.
5.1.3 _I_M_P_A_C_T_-_S_p_e_c_i_f_i_c__P_r_o_b_l_e_m_s
+o On IMPACT systems, you must install either Patch 1447
(for IRIX 6.2) or Patch 1332 (for IRIX 5.3) to update
your OpenGL graphics library in order for Cosmo Worlds
and Cosmo Player to properly render VRML 2.0 files.
+o On systems with Impact graphics, textured objects that
have transparency might appear as dashed lines in the
texture editor or the main window after being selected
or deselected. No data is lost. Save, exit, and
reopen your file to resume viewing the texture.
- 4 -
(389643, 442462)
5.1.4 _G_e_n_e_r_a_l
+o The Japanese localization of Cosmo Worlds covers the
main application only. There are some areas within the
application which were not properly localized, such as
the Help menu and the Packager, because those resources
were not part of the main application. In addition,
the online documentation, the Quick Reference Card, the
Quick Start Training Video, and the VRML 2.0 Handbook
have not been translated to Japanese for this release.
+o The Primitive Counter function does not count triangles
contained within Inlines or inside PEP objects during
PEP editing mode. Exit PEP edit mode to get an
accurate count. There is no workaround for not
counting within Inlines other than to use the "Fold
Inline into main scene" button on the Inline Editor or
to open the Inline separately. (472898)
+o Due to a bug in the current release of PC NFS, Cosmo
Worlds will hang while trying to work on files mounted
from a PC. This includes opening files from, saving
files to, and browsing such directories. This problem
has been reported to the manufacturer of the PC NFS
software. There is no known workaround: acquire the
latest version of PC NFS to avoid this problem.
(440264)
+o On some Indigo^2 R10000 Extreme systems and on some
Indy R4x000 configurations, graphics performance can
sometimes lag dramatically. There is no known
workaround at this time other than to downgrade to
Cosmo Worlds 1.0.1. (483402)
+o On slower graphics systems, the scene may redraw up to
three times after manipulation/viewing stops. There is
no workaround at this time. (400846)
+o While memory use has been significantly reduced in the
1.0.1 release, Cosmo Worlds can use significant amounts
of memory, and in some circumstances may cause your
system to run out of swap space. If this happens, you
will probably get a system error dialog. Running out
of swap space may cause the application to crash, may
prevent you from launching a browser for previewing, or
may prevent you from launching the Packager. If this
occurs, consider closing down other applications or
- 5 -
adding more swap space. You may also find that saving
your file and restarting Cosmo Worlds with fewer plug-
ins open will lessen the memory requirements of Cosmo
Worlds.
To add swap space, choose "System->System Manager" from
the Toolchest. On 6.2, you can launch the swap manager
from the "Administration Tools" panel of the system
manager. On 6.3, selecting "System Performance" from
the system manager will guide you through adding swap
space. On either system, you can look at the man page
for "swap".
+o Not all Sensors and Nodes have Creator plug-ins for
directly creating those nodes. Open the Sample Data
Gallery to import those nodes which cannot be directly
authored graphically, and edit them using the Outline
Editor. Multiple field editing, however, is limited to
editing existing values and not adding or deleting
values.
+o The Hide Unselected Objects operation does not work
well with partially-selected groups. For example, if
you have a group of two objects, one of which is
selected (using Select Child), and then you Hide
Unselected Objects, the entire group will remain
displayed. To hide part of a group, select the part to
be hidden and then use Hide Selected Objects. (375933)
+o The current selection policy (Select Highest or Select
Lowest) has no effect on the Select All operation.
Select All always operates on the top-level objects.
(385073)
+o If a group contains local non-geometric nodes, such as
an animation group, Script nodes, NavigationInfo nodes,
and the like, then those nodes will be deleted without
warning if the group is ungrouped. (Those nodes are
considered part of the group, and are removed when the
group is removed.) (432905)
+o When snapping an object to the snapping target, the
Shift key can be held down to constrain translation to
a single dimension. However, in some in orientations,
using the Shift key may disable snapping entirely in
that direction. (423448)
+o If you log out or manually kill the program,
CosmoWorlds will not prompt you to save your current
file. Please save before killing the program if you
wish your changes to be preserved. (381436)
- 6 -
+o Image editor helper application interaction (for
PhotoShop, XV, and ImageWorks) is a little limited in
the sense that Cosmo Worlds can't pass a file to a
running version of a Helper app. You'll need to fire
off a new instance of a Helper app to edit a second
texture. Because Photoshop uses a very large amount of
memory, it actually asks whether it should really fire
off another instance if Photoshop is already running on
your machine.
+o When you change the current time in the Keyframe Editor
(by dragging the time slider or playing, for example),
some other editors will not necessarily show the
interpolated values. You may have to deselect and
reselect the object, or open and close the editor to
see the new values. This is not the case with the
Outline Editor, it always shows the current values.
(437230)
+o If you create an object and then edit the file with a
text editor so that its size is extremely small, say
.00000001 meters in all directions, and then read it
back in and attempt to View All or create other
objects, CosmoWorlds may eventually crash due to
floating point precision issues. Make sure you use
reasonable sizes for all your objects. Most browsers
will not handle 8 significant digits of precision, so
set your object size appropriately. (381984, 309813)
+o The Precision Placement Panel is unable to properly
scale global Sound nodes. If you use the Precision
Placement Panel to adjust the placement of a top-level
(global) Sound node, you may get infinitely small
values placed in the node's transform fields, which may
eventually cause Cosmo Worlds to crash due to
accumulated floating point precision errors. Avoid
this by always creating a Parent Group over the Sound
node before adjusting its Transform values. (441579)
+o If your scene is scaled very small, then if you Shift-
scale when creating a new primitive object, you may
find that the scale of the object is extremely large.
The workaround is to first do a uniform scale, then
switch to <Shift>-scale mode. For example, [a] click
on the cube creator plugin, [b] position the cursor
where you want the object, [c] click drag the object to
give it an overall uniform size, [d] keeping the mouse
down, depress <Shift> and continue to drag in order to
stretch the object. (425023)
- 7 -
+o If you have both an evaluation and a permanent license
in your /var/flexlm/license.dat file, the first one
matching the product will be found. Thus, if the
evaluation one occurs first, you will continue to see
the expiration notification until the evaluation
license expires, at which point the permanent one will
be used. To avoid this problem once you've obtained
your permanent license, edit the
/var/flexlm/license.dat file and either remove the
evaluation one or make sure the permanent one occurs
first. See Chapter 6 for more information about
licenses.
+o Iconic Objects (Lights, Sounds, Viewpoints, Proximity
and Visibility Sensors) may not be positioned where you
click when pasting. Instead, the icon (and therefore
the corresponding node) will jump to it's original
copied location. You will need to move it again to
position it correctly. To select Iconic Objects which
are not being displayed properly, you may find it
easiest to use the Outline Editor. (439116)
+o In rare cases, the color-per-vertex editor will edit
the entire object all at once instead of coloring faces
and vertices on an individual basis. The workaround is
to reselect the object and try again (413965?).
+o CosmoWorlds does not handle fields that have multiple
URLs correctly. It only fetches the first URL. If this
fails, the data will not be displayed and an error
message will apear. (440016)
5.1.4.1 _T_h_e__M_a_n_i_p_u_l_a_t_o_r
+o If you select an object that is skinny in one or two
dimensions, the locate highlighting of the
manipulator's translation faces may be incorrect; the
picking will be offset as well and it may be difficult
to click-drag the skinny faces. (303551)
+o The manipulator does its best to stay a 'good size' on
screen no matter how small the selected object may be
in the viewport. This is done automagically and there
are some cases where it does a poor job, as when you
have a long skinny object viewed from the end.
Workaround: Rotate the point of view to a more 3/4 view
and the resizing should make the manip more usable.
(384227)
- 8 -
+o The scaleOrientation field may change even when you
think it shouldn't. For example, simply deselecting
and reselecting the object will cause radical
fluctuations in the value of this field. This is not a
serious problem because it only happens in cases where
the aggregate transformation matrix is unaffected by
this field value change (an example is when the scale
of the object is a uniform scale); in these cases there
are many values that will yield the same result.
However it will cause dirty lights to go on in the
Keyframe Editor, if you have a Transform line open down
to the field level. As a workaround to this problem,
dirty scaleOrientation lines are never propagated up to
higher level lines. (391096)
+o When using <control>-drag on the rotation handles of
the manipulator to move the center of rotation, motion
is constrained to either 2 or 1 (if shift is down)
directions. But snapping occurs along all 3 dimensions
in all cases. In a future release, the object will
instead snap in only the directions of motion (433656).
5.1.4.2 _F_i_l_e__R_e_a_d_i_n_g__a_n_d__I_m_p_o_r_t_i_n_g
+o No legality checking program exists to verify that VRML
2.0 files contain semantically valid data. Many of the
upgraders and translators do not fully check either, so
if you take for example a bad VRML 1.0 file, and
convert it to VRML 2.0, it could cause errors or
crashes in CosmoWorlds or CosmoPlayer. (363203).
+o Cosmo Worlds will refuse to read files which contain
only prototype definitions, even if they are spec-
compliant. If you create a file which contains only a
prototype definition, then upon next reading the file,
CosmoWorlds will issue an error message that the VRML
data may be invalid (and consequently does not load the
file.) As a workaround, add another piece of VRML data
to the file. (441246, 438442)
+o #foo style comments are lost when a file is read into
CosmoWorlds and saved back out. Use a WorldInfo node
instead of comments, and you can use the Outline Editor
to edit the text. (400046).
+o The Paste menu in the Edit menu item isn't greyed out
when the app starts up, even if there is no VRML in the
- 9 -
clipboard. (362831).
+o Files containing relative URL file references may cause
problems in some cases. For example, if you import a
file from a directory other than the directory
containing the current world, and that file contains a
relative URL, that URL will not be resolved correctly
during a Preview or a Save operation. Also, if you save
a world that contains relative URL file references into
a different dictionary, those references will not be
resolved correctly. A workaround is to convert such
references to absolute file references manually.
(479831)
5.1.4.3 _O_u_t_l_i_n_e__E_d_i_t_o_r
+o As of 1.0.2, the Outline Editor shows nodes without
fields to represent values under a Script or Prototype
that are instances of an ancestor of that Script or
Prototype. Moving the Script or Prototype from under
that ancestor does not make the empty node become full
again. The workaround is to close all instances of the
Outline Editor and open a new one. (480006)
+o Directional lights appear in the outline editor as
children of a "DirLeakLight" node. This node is like a
Transform, but allows the light to leak out of the node
and illuminate its siblings, unlike the Transform node.
(423079).
+o The Outline Editor has rules for which routes can be
created. One of its rules prohibit routes from under an
inline to anywhere except under that same inline. A
bug in this logic makes the outline unable to route
from outside an inline to the Transform above that
inline. The workaround here is to create a parent
Transform above the Transform containing the inline,
and route to that new parent Transform. Similarly, the
outline will let you create a route from the Transform
above the inline to the scene inside the inline. This
route will not be present in the saved file. (437109).
5.1.4.4 _P_E_P__M_o_d_e_l_e_r
+o When PEP editing a transparent model, and "Nice
Transparency" is selected on the View menu, the
selection feedback will inherit the object's
- 10 -
transparency. This make it difficult to edit an object
that is nearly transparent. As a workaround, simply
turn off "Nice Transparency" via the View menu.
(424223)
+o If your PEP model has explicit normals, these normals
will not be changed or updated in any way when you edit
the PEP model. So if you move points, the surface
shading can get very strange. Workaround: bring up
"the Normal Doctor" plugin and move the crease angle
slider. This will remove the explicit normals and
calculate new normals that will make sense for the
model. (368544)
+o If your PEP model is in an unevenly scaled transform
space, then the PEP modeling tools exhibit the
following poor behaviors: First, the PEP jack
manipulator will not 'hug the surfaces' of all polygons
in the model. For example, the rotation axis will not
always stick out of the surface along the normal
direction. Second, when you click-drag to translate a
point edge or polygon, the plane of translation will
not always match the plane that you clicked on. Both
of these errors stem from poor calculation of normal
directions within an unevenly scaled space. Note that
if the polygon in question is parallel to one of the
xy, yz, or xz planes, then these problems will not
arise. Workaround: Put the model into an evenly scaled
space. You can stretch the model in PEP-editing mode
by selecting all the points and then stretching them
using the PEP Jack manipulator. This will fix the
problem because the PEP Jack manipulator changes the
values of the coordinates within the model instead of
applying a scale to the Transforms that affect the
model. (386464)
+o In the PEP modeler, the 'Chip Off' and 'Extrude'
plugins do not create unique texture coordinate entries
for the newly created points. Therefore, when you
apply a texture you may find 'smearing' where the same
texture coordinate is used across a whole section of
your model. The workaround is to go into the PEP
texture applicator plugin and [1] get rid of the
unwanted instancing between texture coordinates and [2]
put the texture coordinates exactly where you want
them. In order to break the instancing of texture
coordinates, pick a polygon in the right window and
then select 'Break Instancing' from the Edit menu of
the plugin. From then on you can edit the texture
coordinates separately by dragging them in the left
window. (367712)
- 11 -
+o If you are in an Working View (orthographic plane view)
and have the PEP Jack manipulator oriented so that the
scaling axis comes directly out of the screen, the
scale knobs become unusable since all points on the
line of motion for scaling will map to the same pixel
on screen. Workaround: change to a perspective view or
a different ortho view. (385304)
+o If you are in an ortho view you may be tempted to
<control>+drag the translation plane of the Manipulator
in order to move the object toward/away from you. This
will not work, however; the line of motion sticks
straight out of the screen, so all points of the line
fall upon the same pixel of the screen. The
Manipulator can't deal with this and will move the
object to horrible, unspeakable locations.
Workarounds: First, if the object is lost, don't forget
that you can use Undo to put the object where it was
originally. Second, you can change to a different
Working View or the Free View and then move the object
in the desired direction. (399492)
+o There are cases when you may not be able to properly
pick the handles of the PEP rotation/scaling tool.
This problem occurs occasionally when the handles stick
out beyond the boundary of the red square which frames
the object while you are in PEP editing mode. The
workaround is to adjust the view so that the handles
lie within the boundaries of the red square. (406502).
5.1.4.5 _S_o_u_n_d__E_d_i_t_o_r
+o To create a truly ambient sound, you must set the
minimum and maximum ranges for the sound to encompass
your entire scene. Since the sound range thumbwheel
only goes up to 1000, for large worlds you may have to
type higher values into the Sound Editor range boxes or
min and max range fields in the Outline Editor.
+o Selecting "Show Ranges" in the Sound Editor will show a
wireframe representation of the minimum and maximum
range of the sound. If you want to see this wireframe
representation of the sound range in the player, you
can enter "debug" as the first five characters of the
description field of the AudioClip. This will not work
for a Sound node with a MovieTexture source, and the
ranges will not show on any player other than the SGI
CosmoPlayer.
- 12 -
+o The sound node will not show correct minimum/maximum
sound ranges (wireframe spheres) when the center of the
manilator is moved around. The workaround is to create
a transform above the sound and use the manipulator to
modify the transform instead. (441450)
5.1.4.6 _S_c_r_i_p_t__E_d_i_t_o_r
+o If a text edit session is open in the script editor,
and you choose "New" from the main menu, the currently
edited field is not removed. Deleting the field, then
undoing that deletion will cause a core dump. As a
workaround, either close the text edit session before
performing a "New" operation, or refrain from editing
the orphaned field. (438452)
+o If the interface type of a field is changed from within
the text edit session, and that field had route
connections, then upon saving the text edit session,
the field is changed and the route is correctly
removed. However, during undo, the field is put back
the way it was, but the routes to the original field
are not reconnected. As a workaround, change the
interface type of a field using the "Edit" button for
the field. This will correctly remove the routes so
undo can replace them. (438440)
+o If you add an SFNode field to the script, the script
editor will set the default value to NULL. If you
change the value, the script editor will silently
change it back to NULL. (480001)
5.2 _C_o_s_m_o__P_a_c_k_a_g_e
The current implementation of Cosmo Package (invoked by
choosing the "Package..." menu choice under the "File" menu
in Cosmo Create or Cosmo Worlds) has a few limitations.
Here is the list:
5.2.1 _G_e_n_e_r_a_l
1. Due to a bug in PC NFS, Cosmo Package will hang while
trying to work on files mounted from a PC. This
includes packaging files from, packaging files to, and
browsing such directories. This problem has been
reported to the manufacturer of the PC NFS software.
There is no known workaround. (440264)
- 13 -
2. The Packager handles only HTML, VRML 2.0 Draft 3, VRML
2.0, and Cosmo Worlds files. All other document types
are treated as "black boxes" -- they aren't searched
for references to other local documents, they aren't
optimized, their references aren't patched -- they are
merely moved to the packaging directory. This will be
most noticeable when you package HTML documents
containing Java Applets. Only the main ".class" file
will be moved. None of the supporting files will be
moved.
3. Cosmo Package relies heavily on the File Typing Rules
(FTRs) which are installed as part of your desktop.
If files are not being typed properly, they may not be
packaged properly. On each line claiming that a file
is being discovered or packaged, the packager shows
the file's FTR type. If the right thing isn't
happening to the files, check that the FTR looks
reasonable. To check this, select the icon on the
desktop and choose "Get Info" from the Selected menu
on the System Toolchest. Look at the "Type" field on
the resulting dialog box. If it doesn't look
appropriate, please talk to your system administrator
to have your FTRs checked.
4. Cosmo Package strips whitespace from directory index
filenames, mappings, and trusted references. This may
make it difficult to use directories containing
whitespace in their names.
5. Package directories created by the beta version of
this tool will not be recognized by this version of
the packager.
5.2.2 _V_R_M_L
5.2.2.1 _U_R_L__d_i_s_c_o_v_e_r_y The packager searches for all URLs
found in "URL" fields of the various node types. It does
not check to see what values might flow to those fields
through routes. For instance, if a script generates URLs
and routes them to URL fields, the packager will not
discover these URLs. Similarly, if you have a PROTO and
route one of its event-ins to the URL field of a texture
node, the URLs in given in uses of those protos will not be
found by the packager.
A partial work around for these blind-spots is to use those
URLs elsewhere. For instance, put the URLs in the texture
node of a shape which you arrange to never display. (One way
- 14 -
to avoid showing the shape is to put it under a Switch and
set the Switch's _w_h_i_c_h_C_h_o_i_c_e field to -1). This will at
least ensure that the URLs are discovered by the packager
and that their files are packaged. It will also patch the
"fake" uses of the URLs based on where those files are
mapped to. It is only a partial solution because you will
still have to check that the URLs you use in your scripts
and routes will properly refer to the files once they've
been packaged.
5.2.2.2 _M_e_d_i_a__C_o_n_v_e_r_s_i_o_n The VRML packager's media
conversions are done "best effort". If you are not happy
with the conversion done by the packager, you may do the
conversion yourself in your authored files or you may or
leave the files alone. Here are the known problems:
1. Movies
+o If you request that a movie be converted to MPEG,
it may have its size changed by the converter. To
avoid this resizing, don't request automatic
conversion of your movie files.
2. Image textures with alpha channels
The VRML packager may drop alpha channel data in some
cases if you ask it to do conversions for you
(407987). Notably:
+o (PNG --> GIF)
We allow this, but any alpha data in the PNG
is likely to be dropped. (Ask yourself...
why are you converting "away from" a media
format which all VRML 2.0 browsers are
required to support?)
+o (GIF --> PNG) and (GIF --> JPEG)
We allow these conversions, but alpha data
in your GIFs will be lost.
3. Audio
Cosmo Package won't convert from audio files out of
MIDI or WAV format.
- 15 -
5.2.2.3 _F_i_l_e__S_u_f_f_i_x_e_s
1. Using the "Use .wrl suffix for VRML files" makes the
packager propose new filenames for VRML files which do
not end in ".wrl". Even with this option enabled, you
can still override these recommended names with the
mappings. Doing so is not recommended. Without this
suffix, Netscape Navigator probably won't recognize
your content as VRML.
5.2.3 _H_T_M_L
1. Image map files which are referenced other than
as image maps may not be properly discovered and
packaged. We don't expect this to cause a
problem since normal servers won't server image
map files unless they are being used as image
maps. (420237)