> I may be reading the discussion wrong, but as I see it the talk about
> portals and "doorways" is nearly irelevant. VRML 1.0 does not really
> define how this could be done, and VRML 2.0 should.
OK. I'll quit. :)
One question, though. Does the spec define a specific appearance a link
is supposed to have? In HTML, the links are either underlined, or they
are a different color, or both. How am I going to find all the links to
stomp on in each space, like I do on Web pages?
> Of course, the coordinates aspect is a whole different issue :) My response
> was primarily in reguard to the few messages about how it would seem to the
> user (i.e. trekish transporters, etc).
Maybe you'd prefer s simple view of a blue throbbing "N" to look at while
you are connected to the other end of the link. :)
The way I see it, if you remove the coordinate problem, and the "see the
other space from this one, before jumping the link" problem, you eliminate
the need for either server to know anything about the other, other than a
URL reference. In the local world, you are presented with an object that
must be activated, which "contains" the URL. When it is activated, there
is a pause, and you are then in the other place. It's the simplest link.
To me, that's a Trek transporter. Use whatever visual effect you want. In
fact, the outgoing and incoming effects could be left up to the server,
while any intervening effect (rapidly approaching starfields, or a
"Sliders" tube) could be left up to the browser. You could even be
unimaginative, and simply "pop" to the other end (which is all I assume
the 1.0 spec is going to support).
Nuff said. Back to you regularly scheduled dose of reality.
---
Andrew C. Esh mailto:[email protected]
Computer Network Technology [email protected] (finger for PGP key)
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