vertex ordering for primitive shapes

Chris Laurel ([email protected])
Fri, 20 Oct 1995 09:28:57 -0700


Sandy Ressler writes:

In this example, the vertexOrdering is set to CLOCKWISE before a
Cylinder node is used . . . this is done because the intial camera
position is inside tme cylinder. Is the assumption that a spec
compliant browser will generate primitives with counterclockwise
vertex ordering valid? It would certainly be useful to be able to
depend on this behavior.

--Chris
[email protected]
http://wwww.dimensionx.com/chris/

> OK gang it's time to put up or shut up as tmey say.
> Following the suggestion of several of y'all I have an
> example of a QuickTime VR (QTVR) texture mapped onto
> a VRML cylinder. It is at:
>
> http://nemo.ncsl.nist.gov/~sressler/projects/vrml/vrml_qtvr.html
>
> Gred Seidman a student around here actually put the VRML
> file together and also adds:
> -------
>
> DEF Author Info {
> string "written by Greg Seidman <[email protected]>"
> }
> DEF Viewer Info {
> string "walk"
> }
> DEF ViewerSpeed Info {
> string "2"
> }
> DEF Cameras Switch {
> whichChild 0
> DEF Entry PerspectiveCamera {
> position 0 0 0
> focalDistance 2
> }
> }
>
> Texture2 {
> filename "PlazaPan.jpeg"
> }
> ShapeHints {
> vertexOrdering CLOCKWISE
> }
> Cylinder {
> parts SIDES
> radius 0.73024033
> height 1
> }
> }


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