JavaFX 3D : TriangleMesh specification questions
Chien Yang
chien.yang at oracle.com
Sat Feb 23 00:32:34 PST 2013
HI August,
On 2/22/2013 6:39 AM, August Lammersdorf, InteractiveMesh wrote:
> Thanks Chien!
>
> - So, a single texCoord (0,0) referenced by all vertices would be
> sufficient if no texture is specified in the PhongMaterial !?
That's correct.
>
> - Flat shading, triangles with all three edges creased, is just an
> existing 3D rendering feature. Helpful to visualize face structures or
> a red backlight glass ;-), etc..
>
Thanks. I have filed a feature request for it.
http://javafx-jira.kenai.com/browse/RT-28586
> - Wavefront's OBJ files (.obj) provide a smoothing group statement (s
> 1, s 2, ..) to collect subsequent faces into the specified group. The
> statement 's 0' or 's off' turns off smoothing and all following faces
> must be rendered in the flat manner. If no number is reserved for flat
> faces, assigning an exclusive number to each flat face should produce
> the same result in JavaFX 3D.
>
Yes, that should work.
> - Even if a 3D file format supports smoothing groups, e.g. 3DS and OBJ
> (Collada, VRML2, and X3D don't), its use isn't mandatory.
> Alternatively normals or a crease angle might be delivered. Will
> JavaFX 3D provide a smoothing group generator utility, as normals are
> not implemented yet? Otherwise importer/loader have to include such a
> feature.
Filed this too.
http://javafx-jira.kenai.com/browse/RT-28587
Thanks,
- Chien
>
> August
>
> Am Freitag, den 22.02.2013, 00:16 +0100 schrieb Chien Yang
> <chien.yang at oracle.com>:
>> Hi August,
>>
>> Please see my reply inline.
>>
>> On 2/21/2013 1:41 AM, August Lammersdorf, InteractiveMesh wrote:
>>> While converting 3D model importer following questions occurred :
>>>
>>> - Are texCoords and texCoord indices required even if no texture is
>>> applied because NUM_COMPONENTS_PER_FACE is final and has a value of
>>> 6 (3 point indices and 3 texCoord indices per face)?
>>>
>>
>> Yes, you will need to for JavaFX 8 since there is only one vertex
>> format. We have plan to add more in future releases.
>>
>>> - Are normals or other vertex attributes planned?
>>
>> Yes.
>>
>>>
>>> - Is flat shading supported? Does a corresponding smoothing group
>>> number exist for the faceSmoothingGroups array (like '0' in *.obj
>>> files)?
>>>
>>
>> Flat shading isn't in our plan but we may consider it if you have a
>> good 3D use case. Can you elaborate your question on smoothing group
>> number?
>>
>>> - Must smoothing group numbers be consecutive and positive?
>>>
>>
>> No, we didn't specify much about its restriction. It may be good to
>> keep this within a small positive range. We may have to tighten later
>> as we work out some of the details.
>>
>> Thanks,
>> - Chien
>>
>>> Thanks, August
>
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