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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