. Without sounding to repetitive, let me state again: VRML is a *networking*
. technology. VRML happens to share libwww, which is HTTP, FTP, etc.
. (otherwise WWWInline wouldn't work), and will most likely use features
. garnered from HTTP-NG, RTP, MBONE, JAVA, and other technologies. These are
. network technologies. As few of you have perhaps implemented VRML browsers,
. let me share some of my experience with you: Very very little of the work
. is in the graphics and rendering- much much much of the work is in the
. networking.
Perhaps for you...
Of course very little of the work is in the graphics end... *If*
you're using a commercial toolkit such as OpenGL. If you have to
write one from scratch you'll end up doing most of your work doing the
graphics.
Perhaps you thought I was suggesting comp.graphics.vrml?
You mention a *lot* of non WWW networking technologies that will be
used in VRML (Mbone, RTP, etc.) These protocols are totally different
from the HTML, HTTP focus of the WWW newsgroups.
What we're creating here is a whole new class of information system
that is totally separate from the world wide web, or gopher, or
anything else.
Putting it below comp.infosystems.www makes VRML seem like it's little
brother. I believe that VRML should stand on it's own merits.
. As far as I know, VRML has very little more progress to make on the
. "graphics" front. Sound is not a graphics issue, nor is caching nor, even,
. is interactivity. The first and last of these are clearly more
. network-based issues/implementations than graphics technologies.
But none of these issues has the slightest connection to the World
Wide Web. I just read the spec again, the only thing that VRML and
HTML share are the use of URLs. Big deal.
My reccomendation stands, comp.infosystems.vrml
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-- | Paul Lindner | [email protected] | Slipping into madness | | Distributed Computing Services | is good for the sake | Gophermaster | University of Minnesota | of comparison. ///// / / / /////// / / / / / / / / //// / / / / / / / /