It might not seem to matter to some people how Y is oriented, but it matters
a lot to browser writers, who take the heat for screwed up content. Y is up
in VRML, it always has been.
>Please: if we want our worlds to plug together, we all need to agree on
>which way is UP.
>
>I DON'T REALLY CARE WHAT WAS CHOSEN. I just care that there be a standard
>and that people agree to abide by that standard, so people can say:
>
>Separator {
> Separator {
> Transform { ... }
> WWWInline { name "http://...yourWorld.wrl" }
> }
> Separator {
> Transform { ... }
> WWWInline { name "http://...somebodyElsesWorld.wrl" }
> }
>}
>
>Yes, I can put scales in the Transform if you didn't happen to model your
>world in meters. And yes I can put in a rotation if you decided to ignore
>the standard and define something other than Y as up.
>
>But that's really annoying after you've done it for the 115'th time.
>
>So, please please please: fix your translation programs to produce Y==UP,
>1 unit == 1 meter worlds.
>
>
>--
>--Gavin Bell ([email protected], (415)933-1024)
>My home page: http://reality.sgi.com/employees/gavin/
>WebSpace Info: http://www.sgi.com/Products/WebFORCE/WebSpace
>Inventor Info: http://www.sgi.com/Technology/Inventor.html
>
>
__________________________________________________________________________
Intervista Software
Cyberspace Development
Tony Parisi [email protected]
Chief Technology Officer http://www.intervista.com/
__________________________________________________________________________