Comments (2)
Actually, it might be in right place, I’ll have to check out to desktop at this point.
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Let's just have one issue, to centralize discussion. I'm closing this one, let's move to castle-engine/castle-engine#446 . Whenever/however this is implemented, of course all X3D support done in CGE will also be available in view3dscene.
from view3dscene.
Related Issues (20)
- Honor Metadata containerField="value" in X3D 4 HOT 3
- allow EXTERNPROTO, PROTO inside MFNode in classic encoding HOT 5
- Support for new X3D 4.0 audio nodes
- KeySensor enabled field is [in out] exposedField HOT 2
- TextureProjector and TextureProjectorParallel are allowed as root nodes in scene HOT 2
- skinCoord precedes skin in HAnimHumanoid HOT 3
- Direct use of /tmp HOT 1
- Secondary display flicker when closing application HOT 4
- tovrmlx3d - Support for file content in stdin HOT 3
- RFE (Request for Enhancement) Vertex shaders for Spheres HOT 7
- Any help suppressing warnings? HOT 4
- EAccessViolation HOT 4
- LoadSensor child nodes have containerField=children in X3D 4.0 HOT 2
- VRML/X3D: Plug name "main_texture_apply " not declared (in shader type "Fragment") HOT 3
- Can’t put <Sphere> inside <BoundedPhysicsModel> HOT 6
- castle-model-view errs out, castle-model-converter validates, animation runs for a while, then bombs HOT 3
- Probably a very easy issue with my data file, but the validator/error message isn't helping much HOT 3
- Drag and drop files onto viewer. Windows and Linux HOT 7
- Previously mentioned issue. glTF conversion with same node name warning HOT 4
- Data issue identified by CGE, hundred of similar error reports in Castle Model Viewer HOT 1
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