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curve3d's Issues

multilayered textures

support for this will go a long way in making indoor walkthroughs possible. For example a tiled wall
texture can be overlaid with a low-res lightmap texture for the room.

UVs can be handled in two possible ways.

  1. multiple uv sets (not supported by obj format?)
  2. auto-scale uvs down for lightmap image (harder to account for in modelling software)

Face z-sorting has some minor "bugs"

Not sure if this is a bug or just a limitation of the z-sorting algorithm
currently in use. From certain angles, in the robot-dragon demo, the z-
sorting is incorrect in the canvas renderer. I haven't tried the css3 renderer
yet.

multilayered textures

support for this will go a long way in making indoor walkthroughs possible. For example a tiled wall
texture can be overlaid with a low-res lightmap texture for the room.

UVs can be handled in two possible ways.

  1. multiple uv sets (not supported by obj format?)
  2. auto-scale uvs down for lightmap image (harder to account for in modelling software)

Face z-sorting has some minor "bugs"

Not sure if this is a bug or just a limitation of the z-sorting algorithm
currently in use. From certain angles, in the robot-dragon demo, the z-
sorting is incorrect in the canvas renderer. I haven't tried the css3 renderer
yet.

event handling ideas

Two things could make this way more appealing than flash.

  1. along with querying the scenegraph (virtual dom), allow querying and event binding using
    whatever js framework they desire (may require framework plugins for custom attributes, etc.)
  2. By default for mouse events, if the pixel clicked on is transparent, the event is passed on to any
    dom element(s) behind the 3d image. This would allow you to have 3d objects over selectable text
    or html links for example.

event handling ideas

Two things could make this way more appealing than flash.

  1. along with querying the scenegraph (virtual dom), allow querying and event binding using
    whatever js framework they desire (may require framework plugins for custom attributes, etc.)
  2. By default for mouse events, if the pixel clicked on is transparent, the event is passed on to any
    dom element(s) behind the 3d image. This would allow you to have 3d objects over selectable text
    or html links for example.

face/uv shifting

This is more obvious on the robot-dragon demo, but it may be the same
thing I've noticed before. If you rotate the model slowly you can see that the
triangles (or the uv coordinates, not sure which) shift in an inconsistent way. If
they all shifted together that wouldn't be a problem, but they're shifting in
different directions so it almost looks like he's "shapeshifting." I think it is the
triangles that are shifting, not their coordinates, because you can see the shift
in the profile of the body, and the edge of the triangle actually moves.

face/uv shifting

This is more obvious on the robot-dragon demo, but it may be the same
thing I've noticed before. If you rotate the model slowly you can see that the
triangles (or the uv coordinates, not sure which) shift in an inconsistent way. If
they all shifted together that wouldn't be a problem, but they're shifting in
different directions so it almost looks like he's "shapeshifting." I think it is the
triangles that are shifting, not their coordinates, because you can see the shift
in the profile of the body, and the edge of the triangle actually moves.

event handling ideas

Two things could make this way more appealing than flash.

  1. along with querying the scenegraph (virtual dom), allow querying and event binding using
    whatever js framework they desire (may require framework plugins for custom attributes, etc.)
  2. By default for mouse events, if the pixel clicked on is transparent, the event is passed on to any
    dom element(s) behind the 3d image. This would allow you to have 3d objects over selectable text
    or html links for example.

sprite billboards

support for quads that always face the camera.
option to scale with perspective or not

sprite billboards

support for quads that always face the camera.
option to scale with perspective or not

multilayered textures

support for this will go a long way in making indoor walkthroughs possible. For example a tiled wall
texture can be overlaid with a low-res lightmap texture for the room.

UVs can be handled in two possible ways.

  1. multiple uv sets (not supported by obj format?)
  2. auto-scale uvs down for lightmap image (harder to account for in modelling software)

sprite billboards

support for quads that always face the camera.
option to scale with perspective or not

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