20080108
Why is there no SVG3D?
It occured to me that the way that VRML/X3D handles 3D models has not changed at all since it was first introduced in 1994.VRML relies on a set of verticies to draw objects. This list of verticles can be come LOOOOONG! But don't get me wrong. SVG has the same draw backs as VRML and X3D, but SVG can use Bezier curves where as VRML and X3D are still using 3 dimmentional polylines. The math behind the Bezier curve is not that hard to implement and has been part of the OpenGL documentation for many years.
Thus when you use a program such as Blender (which has a terrible GUI, by the way) to transform .3ds into .wrl or .x3d files, you get a list of points that turn round edges into square edges made up of more nodes than the smooth surfaces that were defined using a Bezier surface.
Maybe this is something to check out later and see if their is a way to extend SVG into 3D.
Labels: C++, math, OpenGL, SVG, VRML
posted by Bushido Hacks 1/08/2008 02:05:00 PM