Re: Re : SPEC - 3d menus

steve ([email protected])
Fri, 28 Apr 1995 16:34:22 GMT0BST


> Thr problem with keeping orientation by attaching as a sub-tree of the
> camera is that you can have multiple cameras in a scene. In the case of
> multiple cameras where do you put the menu? The
> annotation/separator/whatever node would maintain that the orientation is
> always for the current camera.

I guess I am thinking from an immersive VR systems viewpoint (no pun
intended). dVS treats the user as the centre of the world - the user
is an abstract object, where the 'camera' as such is in fact a
viewing resource attached to the body. Switching between cameras
(in the vrml sense) is actually done by moving the body to the new camera
position.

I hope issues like this (the issue being the user's presence within
the VR world) will be addressed in future vrml work. Right now, vrml
is very much oriented towards the scene definition (a good start, I
admit) and does not adress any of the interaction and presence issues
that will turn it into a VR system. As I have said before, "roll on vrml 2.0"

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