Dear Kristian,

I thank you for your answer.
I know understand a bit better how it works.

I was actually asking to guys of Web3D how should be managed a "mutli-part"
scene in X3D in this
thread<http://www.web3d.org/message_boards/viewtopic.php?f=7&t=2084>,
and I got the answer of using X3D <Switch> which I'm not sure is the correct
answer.

What you describe is interesting and I will have a deeper analysis of it.

Thanks for you help.
Best regards,


Pierre




2010/3/11 Kristian Sons <kristian.s...@supporting.com>

>
> Hi Pierre,
>
> though Berk answered your questions already, Christophe Mouton from EDF
> asked me to add some details.
> I contributed the rewrite of the X3D exporter and the binary X3D exporter
> on behalf of EDF.
>
> The X3D exporter is not aware of the composite data types of VTK. It works
> roughly like this:
>
> 1. Get all the actors from a vtkRenderWindow (it implements the vtkExporter
> interface)
> 2. Each Actor is mapped to a X3D <Shape>
> 3. Each vtkProperty/vtkTexture is mapped to a X3D <Appearance>, <Material>,
> <PixelTexture>
> 4. Each geometry is either a vtkPolyData or is converted to vtkPoylData
> using the vtkGeometryFilter
> 5. The vtkPolyData is mapped to X3D <IndexedFaceSet>, <LineSet>, <PointSet>
>
> It's generally not a big task to add composite support to the exporter, the
> Appearance could be reused using the USE/DEF semantic of X3D.
>
> Best regards,
> Kristian
>
>
>
>
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