LouiZeForum

3D vrml
 
HomeHome  FAQFAQ  SearchSearch  RegisterRegister  MemberlistMemberlist  UsergroupsUsergroups  Log in  3Dchats / forums3Dchats / forums  

Share | 
 

 blaxxun CCpro 3.0 - Release Notes

View previous topic View next topic Go down 
AuthorMessage
mark
+200
+200


Number of posts : 451
Registration date : 2012-06-01

PostSubject: blaxxun CCpro 3.0 - Release Notes   Sun 29 Jun - 14:20

blaxxun CCpro 3.0 - Release Notes
Supported Plattforms

Operating Systems
Windows 95
Windows NT 4.0
HTML Browser
Internet Explorer, Version 3.x and 4.x
Netscape Navigator, Version 3.x and 4.x
3D Viewer
blaxxun CC3D (included in blaxxun CCpro setup)
Superscape Viscape

Known Problems in blaxxun CCpro 3.0

Internet Explorer 4.x and Active Desktop
If you have installed Active Desktop together with Internet Explorer 4.x on your system, you may encounter proplems in cases where blaxxun CCpro tries to load new html documents. This is the case for example after you have selected a new avatar from the avatar select page.

Workaround: When the message "blaxxun CCpro is already active" appears, try the IE-Reload button, this will solve the problem in most cases.

Avatar Gestures (VRML)

Avatars without animated gestures had default gestures in Passport, activated through Java. For blaxxun CCpro these gestures are defined as a prototype which must be included into the VRML file. If you're using a VRML 1.0 avatar, the avatar has to be converted to VRML 2.0 first.

You have to edit the VRML 2.0 file and remove any light source. "Wrap" the following lines around your avatar definition:

EXTERNPROTO DefaultAvatar [
exposedField MFNode avatarNodes
exposedField SFTime gesture1 0
exposedField SFTime gesture2 0
exposedField SFTime gesture3 0
exposedField SFTime gesture4 0
exposedField SFTime gesture5 0
exposedField SFTime gesture6 0
exposedField SFTime gesture7 0
exposedField SFTime gesture8 0
exposedField SFBool isAvatar TRUE
] [ "http://www.blaxxun.com/protos/gestures.wrl#DefaultAvatar" ]

DefaultAvatar {
avatarNodes [
# the avatar definition
# Group { ... }
] }


Animated Avatar Movements (VRML)

It is possible now in blaxxun CCpro to define interpolators in the avatar definition that animate the movements of the avatars, e.g. move the legs. The avatar prototype has been enhanced with all the fields that are used by blaxxun CCpro to move or hide/show avatars.

This is the new definition of the avatar prototype:

PROTO Avatar [
exposedField SFVec3f position 0 0 0
exposedField SFRotation rotation 0 1 0 0
exposedField MFNode avatarNodes NULL
exposedField SFInt32 whichChoice 0
exposedField SFBool isOver FALSE
exposedField SFTime touchTime 0
exposedField SFTime gesture1 0
exposedField SFTime gesture2 0
exposedField SFTime gesture3 0
exposedField SFTime gesture4 0
exposedField SFTime gesture5 0
exposedField SFTime gesture6 0
exposedField SFTime gesture7 0
exposedField SFTime gesture8 0
exposedField SFBool isAvatar TRUE
] "url:http://www.blaxxun.com/protos/avatar.wrl"

E.g. the position_changed event can be used to animate movements.

Hint: blaxxun CCpro uses an interpolator to get smooth movements. If the position field is defined as part of the avatar, the movement interpolation must be done in the avatar file.
Back to top Go down
View user profile
mark
+200
+200


Number of posts : 451
Registration date : 2012-06-01

PostSubject: Re: blaxxun CCpro 3.0 - Release Notes   Sun 29 Jun - 14:21

blaxxun CCpro 3.08 - Release Notes

August 27, 1998
About This Version

The most recent version of CCpro available for download is currently version 3.08. You can check your version of CCpro by activating the "About CCpro" entry in the "Options" panel of CCpro.

Version "3.08" is identical to "3.07" but contains the following bug fixes:

1) Setup Error

On systems not having Netscape Navigator installed, version 3.07 did not install the Windows Java classes.
This error has been fixed with version 3.08.
You can manually fix this problem if you copy the "ccpro/winjava/*" directories to your "windows/java" directory.

2) Avatar List Error

In version 3.07 3D users sometimes appear as 2D users in the avatar list.
This error has been fixed with version 3.08.

3) Own Avatar Error

In version 3.07 your own avatar sometimes appears as the world to be loaded.
This error has been fixed with version 3.08.

4) Register Controls

In version 3.07 setup registers the last CC3D control found in the install directory. In version 3.08 setup checks if there is a Direct3D and a OpenGL version of CC3D on your system and asks the user which one to register.

5) Unhandled Exception in CC3D

In version 3.07 it may happen that CC3D produces an unhandled exception if you press the DEL-Key in the CC3D window.
This error has been fixed with version 3.08.

Version 3.08 supports the following platforms:

Operating Systems: Windows 95/98 and Windows NT 4.0
HTML Browsers: Internet Explorer (Version 3.x and 4.x) and Netscape Navigator (Version 3.x and 4.x)
3D Viewers: blaxxun CC3D (included in blaxxun CCpro setup) and Superscape Viscape
Graphics: Open GL and Direct 3D

Details regarding new 3D features can be found in the blaxxun CC3D Release Notes
New Features

Chat Panel
The CCpro chat panel now supports the following new features:
+ Select Font: allows users to specify their favourite default chat font
+ Copy/Paste: has been corrected and works now under Internet Explorer and Netscape
+ Push: allows users to push selected text from the chat output area to the chat input area
+ Scroll Lock: allows users to switch the automatic scrolling of the output area on and off
+ Dock/Undock: allows users to dock/undock chat panels for free sizing
+ Drag/Drop: allows users to drag text from the the chat output area to the chat input area

Multiple Languages
CCpro can now switch languages. The "Select Language" entry in the "Options" panel allows you to switch between French, English and German. This selection applies to the CCpro user interface. Chat macro language can be switched optionally.

Avatar List
The CCpro avatar list now performs a beam to operation on double click if possible. Also the popup menu contains a new entry "Show Url" for avatars containing appropriate url information in their public info. The graphical representation of avatars in the avatar list now indicates the client type of each avatar. This may be "3D" for CCpro users, "2D" for non CCpro users and "BOT" for bots.

3D Performance
CC3D's performance has been improved by optimizing the render algorithm (culling) and by processing VRML inlines in a seperate thread.
Known Bugs

Popup Menu Deadlock / Internet Explorer 4
In some situations, the display of the list panel popup menus (avatar list, scene list etc.) leads to a deadlock situation under Internet Explorer 4 when using the right mouse button to activate the popup menu. You must use the key to cancel the popup menu.

Workaround: To avoid this situation, use the left mouse button in order to show the list popup menu.

Backspace Key / Internet Explorer 4
Under Internet Explorer 4, the backspace key does not work in undocked chat windows.

Workaround: Use instead of in undocked chat windows.

Popup Menu / Netscape Navigator 4.04
If you have installed Netscape Navigator 4.04, you may encounter problems in cases where the 3D world is loading and you try to activate the popup menu in the 3D window. In some rare cases, Netscape performs an invalid page fault and you need to restart the browser.

Workaround: You can avoid this behaviour if you do not request a popup menu in the 3D window until the world has completely loaded.

Windows NT4.0, Netscape 4.0 - 4.04 and CCpro (Direct3d version)
After visiting any Java enabled web site, blaxxun CC3d will not work anymore. You'll get an error message: "Error loading blaxxun CC3D". Thus you will not see any VRML worlds in blaxxun CCpro anymore.

Workaround: The best way is to install Netscape 4.05 to avoid this problem.
Otherwise you should either use the OpenGL version of blaxxun CCpro respectively blaxxun CC3d instead or restart Netscape before using blaxxun CCpro or blaxxun CC3d.

Additional informations on VRML topics like Avatar Gestures, Animated Avatar Movements or LOD avatars can be found in the blaxxun Community Authoring Guide.
Back to top Go down
View user profile
mark
+200
+200


Number of posts : 451
Registration date : 2012-06-01

PostSubject: Re: blaxxun CCpro 3.0 - Release Notes   Sun 29 Jun - 14:22


blaxxun CC3D 3.07
06/19/98
Release Notes
Major new features

Third Person Viewing Mode
VRML local hard disc cache
improved VRML 2 compatibility
improved Direct3D Hardware Rendering

Known Problems in blaxxun CC3D

Windows NT 4.0, Netscape Communicator 4.0 and blaxxun CC3D ( Direct3D)

After visiting any web site with Java blaxxun CC3D will not work anymore (error during loading blaxxun CC3D). Thus you will not see any VRML worlds in blaxxun CC3D anymore.
Workaround: Either use the OpenGL version of blaxxun CC3D instead or restart Netscape Communicator before using blaxxun CC3D.
Microsoft Internet Explorer 4.01 and gzipped Files

IE 4.01 reports an error message downloading URL's ending in gz. A workaround is implemented in CC3D 3.06

Embedding a VRML World into a WEB Page

blaxxun CC3D can be registered during installation as the default player for the MIME type model/vrml and x-world/x-vrml and is associated with the .wrl .wrz .vrml and .gz file extensions.

Internet Explorer or Netscape Navigator will open a control registered for VRML with the following EMBED tag:



or if the user clicks on a link to a file with the .wrl extension:

Show VRML world

In Internet Explorer the following OBJECT tag will work:







If multiple plugins are available for the mime type the blaxxun CC3D control can be directly specified in the Internet Explorer OBJECT tag by using blaxxun CC3D's classid.






blaxxun CC3D can be re-registered using the command

regsvr32 blaxxunCC3D.ocx

and unregistered using

regsvr32 /u blaxxunCC3D.ocx

Switching between the different versions of blaxxun CC3D or other VRML controls for IE is also possible using regsvr32, which usually resides in \windows\system.

For the Netscape Environment in addition the blaxxun CC3D Netscape plugin DLL npbx3d.dll needs to be present in the Netscape/Navigator/Program/plugins directory. If there are already other plugins installed handling the Mime Type model/vrml, the corresponding DLL's need to be moved to another directory. Entering about:plugins in the URL input field of Navigator will list all currently installed plug ins.



Required Files

The following files should be present in the installation directory

blaxxunCC3D.ocx - the blaxxun CC3D OCX control
blaxxunVRML.tlb - Type library for VRML EAI

The following files are optional

blaxxunCC3D.wrl - optional startup scene
avatar.wrl - default avatar for third person view mode

The following files should be present in the $(windows) directory if the Java EAI for Internet Explorer is being used

java\classes\vrml\external\*.* - VRML 2.0 EAI classes
java\trustlib\blaxxuncc3d\*.* - blaxxun CC3D Browser interface
java\trustlib\blaxxunvrml\*.* - blaxxun CC3D VRML interface

The following files should be present in the $(windows)\system or NT $(windows)\system32 directory:

mfc42.dll - MFC 4.2 Runtime DLL from Microsoft Visual C 5.0
msvcrt.dll - Visual C runtime library from Microsoft Visual C 5.0
Internet explorer DLL's like wininet.dll hlink.dll urlmon.dll url.dll
Direct Draw DLL (ddraw.dll) or OpenGL DLL's for the OpenGL Version (opengl32.dll glu32.dll)

The following file should be present in the Netscape plugin directory (normally \program files\netscape\navigator\program\plugins) if blaxxun CC3D should handle VRML files in Netscape.

npbx3d.dll - blaxxun CC3D Netscape Plugin interface DLL for handling VRML files

Mime types : model/vrml x-world/x-vrml application/x-blaxxunCC3D
npbx3dpro.dll - blaxxun CC3D Netscape Plugin interface DLL for handling VRML files only in the concert with blaxxun CCpro

Mime types : application/x-cc3d application/x-blaxxunCC3Dpro
\program files\netscape\navigator\program\java\classes\vrml\external - Java EAI classes

To use a different VRML plugin in Netscape, rename npbx3d.dll to _npbx3d.dll and rename the vrml directory below java\classes or choose the custom installation option.

Even if the Netscape plugin is being used, blaxxun CC3D references some DLL's which are only installed if a version of Microsoft Internet Explorer is being installed on the system.

If the installation fails the recommend steps are

Install Microsoft Direct X 3 or later Runtime (Or Windows NT 4.0 - Service Pack 3)
Install Microsoft Internet Explorer 3.x or later
Re-Register blaxxun CC3D using regsvr32 blaxxunCC3D.ocx

CC3D does not need to be installed as default VRML viewer for use with blaxxun CCpro.

VRML 2.0 compatibility
blaxxun CC3D supports VRML 97 and VRML 1.0 for backward compatibility.

Script Node
The Script Node implements VrmlScript and a JavaScript subset as defined in http://www.vrml.org/Specifications/VRML97/part1/javascript.html and http://vrml.sgi.com/moving-worlds/spec/vrmlscript.html


Supported script node URL strings are strings that begins with the VrmlScript identifier tag "vrmlscript:" or strings that begins with the JavaScript identifier tag "javascript:". "javascript:" is treated internally as "vrmlscript:", additional JavaScript objects like "Date" etc. are not supported and are resulting in an error message. Java in the script node is currently not supported.

The following VRML 2.0 features are currently not supported :

creaseAngle in geometry shapes, creaseAngle > 0.5 is treated as hint to smooth the shape. The default value of 0 or the setting normalPerVertex FALSE makes shapes to appear facetted.
The MovieTexture node only supports animated gif's (GIF 89a) and static image formats.
Some rendering features can currently not be provided in the Direct 3D Version, see Notes below.

VRML 2.0 EAI
blaxxun CC3D supports the VRML 2.0 external authoring interface proposal

EAI for Microsoft Internet Explorer

The Java classes are installed in $(windows)\java\classes\vrml. If there are problems, during compiling or running of VRML EAI applets, remove any other VRML classes from the classpath.
The classpath can be edited using regedit and editing the key HKEY_LOCAL_MACHINE\Software\Microsoft\Java VM\Classpath

EAI for Netscape Navigator / Communicator

The Java classes are installed in $(netscape directory)\program\java\classes\vrml. If there are problems, during compiling or running of VRML EAI applets, remove any other VRML classes from the classpath.

EAI for C++ and other COM-capable languages

The EAI can be accessed via the COM-Interfaces defined in blaxxunCC3D.ocx and blaxxunVRML.tlb.

Some additional EAI-Calls like Browser.beginUpdate /endUpdate / saveWorld() are provided.

For EAI developer information and sample programs see blaxxun CC3D VRML 2.0 EAI information

BSP-Tree (Binary Space Partitioning Tree)
blaxxun CC3D supports a BspTree node, for optimal rendering performance of large worlds.

For technical information see blaxxun CC3D BSP-Tree information

Sound Support
blaxxun CC3D supports two different sound sub systems :

Intel RSX 3D Sound
This sound system provides high quality spatialized sound and does not require the presence of Microsoft Direct X.
WAV and MIDI file formats are supported, only one MIDI sound can play at a time.

Microsoft Direct Sound
Direct X provides basic sound support, Direct X 5 adds sound spatialization via Direct 3D sound.
Direct Sound depends on up-todate Sound drivers for the Sound card.
Currently only uncompressed PCM WAV file formats are supported, sound files can be gzip compressed.

Sound system configuration is done using the Settings panel in the Preferences dialog.

Caching
blaxxun CC3D supports in addition to the HTML browsers HTTP caching mechanism an mechanism to store VRML files and referenced media like textures, sounds and movies to the local harddisc.
The caching is controlled by the "cache" and "cache settings" tabs in the Preferences dialog.
In the default mode "Verify once per session" VRML files are retrieved using the HTML browsers HTTP functions. All files retrieved by CC3D are written to the cache with the server timestamp. The next access time the current VRML HTTP server file date is compared to the VRML cache file timestamp. If the dates are equal, all referenced media files are directly read from the cache without further HTTP requests.
This greatly improves loading performance if the world is revisited several times.
If an author modifies a single texture, the referring VRML file should also be touched in order to be refreshed by CC3D. Media placed in locations containing "/cgi-bin" or "/no-cache" in the URL are retrieved each time.


Direct 3D Notes

blaxxun CC3D is much optimized for the Microsoft Direct3D immediate mode rendering engine. Supports includes Direct X 3, Direct X 5, Direct Sound, Direct 3D Sound and Direct Show.
Using low cost Direct3D accelerator cards, exceptional VRML 3D speed and quality could be achieved. The Direct X interfaces are very close to the hardware, graphics boards and drivers are quickly evolving. In case of problems we suggest to upgrade drivers.
In some details the Direct 3D interface currently does not supply all rendering capabilities described in the VRML lighting model, here is a summary of the limitations:

Microsoft Direct 3D Ramp-Emulation driver (Setting "High Speed")
The Driver is optimized for speed, not for quality.
Limitations:

no color per vertex support (provide a fallback Material in the Appearance node)
because of no color per vertex the color gradient form of the Background node is ignored
no colored light sources
simplified light model (Problems with emissiveColor and specularColor)
no fog support
internally supports only 8-Bit palette Textures, CC3D need to reduce all textures
no RGBA textures, no texture clamping

Limitations for all other Microsoft Direct 3D Drivers

color per vertex supported, but shapes are treated unlit
no texture clamping
only linear fog supported
Mixing a material transparency with a texture only works in some Direct 3D hardware drivers, it doesn't work using the Microsoft Software drivers

Microsoft Direct 3D MMX-Emulation driver (Setting "MMX Speed")

internally supports only 8-Bit palette Textures, CC3D need to reduce all textures

Specific Direct 3D HAL Driver limitations
Some hardware drivers are having limitations depending on type of chip set or version of the driver.

In general color per face, geometry shapes with more then 1024 vertices are getting inefficient, especially if animated. Because in the current implementation information is cached at the geometry level, it is currently not possible to animate a given shape from an unlit to a lit state.
The following settings are making a shape unlit:

appearance in Shape is NULL
material in Appearance is NULL
geometry node has the colorPerVertex attribute and a Color node.



Tips for using Direct 3D hardware acceleration

Direct 3D Hardware is installed if the "hardware" entry appears in the Right Mouse Button popup menu. blaxxun CC3D will also prompt for the use of a hardware device.

If hardware works in your current desktop / graphics card configuration "hardware" can be made the default mode by selecting it the "Right Mouse Button -> Settings-> Preferences tab".

Most accelerators today are supporting 3D only in 16 Bit (32000 or 65000) colors setting. The Windows Dialog Settings->Control Panel ->Display->Settings->Color palette would display for example" High Color (16-Bit)"

Successful use of Direct 3D hardware acceleration is directly related to the graphics cards memory and current screen mode and size of the 3D window. Using low-resolution screen modes like 640*480 * 32k colors leaves more memory available for 3D buffers and textures. If Direct3D can't use the hardware because of too high memory requirements, blaxxun CC3D falls back to the Direct 3D ramp software driver.

(Typical CC3D Error Message : Create Surface for Z-Buffer failed)

Recommended display settings for hardware use (Hardware == Direct 3D HAL Driver):

Graphics board with 4 MB Video Memory : Set desktop to 800*600 32.000 Colors, use one 3D Window only
Graphics board with 8 MB or more Video Memory: Desktop can be set to higher resolutions than 800*600 or multiple 3D Windows can be opened.

If the board provides bilinear texture filtering, the "smooth texture" setting can be enabled.

As rule of thumb the required graphics board memory can be computed as

(pixel width of desktop * pixel height of desktop * 2)
+
(pixel width of 3D window * pixel height of 3D window * 2)

* 2 + size of used textures in VRML scene (for non AGP boards)
(2 = Bytes per pixel for a 16 bit color setting)

If Direct 3D Hardware runs out of texture memory for storing all the textures, blaxxun CC3D automatically scales down textures, resulting in a more "blocky" appearance of the images. Other solutions would be to switch to software rendering for this scene, or to release some memory on the graphics board by using a smaller window, lower desktop resolution or to upgrade to a graphics board with more memory ( 8 MB , 16 MB) or an AGP based system.

On systems equipped with a MMX CPU the Direct X 3 "RGB Emulation Driver" provides MMX specific acceleration. With Direct X 5 there is a separate "MMX speed" Direct 3D driver.

On systems equipped with Intel AGP and a Direct 3D AGP Graphics board much more texture memory is available. The amount of video memory is displayed in the Direct 3D settings tab. This number should be much larger then the memory on the graphics board, otherwise the AGP support is not properly set up.

The default Direct 3D start configuration can be specified in the "Settings->Preferences" dialog. Direct 3D drivers are quickly evolving, its is recommended to check the board vendors web site for updated graphics drivers. Information about the installed driver version is available in the Windows Control Panel, Icon Direct X -> Direct Draw > Installed Drivers.
Running software modes on a hardware board is slow, and requires to turn off the option "use video memory" in the Direct 3D settings tab. Rendering is then performed in the PC's main memory called "system memory".

Preliminary support for Direct 3D full screen rendering is available. Ideally the VRML world should be displayed full screen in the HTML Browser with Menu, Tool- and Status bar disabled. Pressing F5 will toggle between Full screen and Window Mode. The full screen display mode can be selected in the Settings panel, the default is 640x480x16.

If there are display problems it is recommended to download and upgrade Direct X driver from the graphics board vendor Web Site. Drivers shipped with the board are often not up to date.

Secondary Direct 3D boards (3DFX I, II etc.) which can render full screen only and not inside a window are currently not supported.
Transparency handling
Transparency is currently supported in the following forms :
Direct 3D software drivers : stippled alpha (simulated alpha transparency via pixel pattern)
OpenGL, Direct 3D hardware : blended alpha transparency
Shape nodes with a fully transparent material are not drawn.
Currently there is the limitation with blended alpha that transparent shapes are not drawn after opaque shapes, resulting in a possibly incorrect display. As a workaround transparent shapes could be moved to the end of the VRML file or sorting the shapes into a BspTree with traversal order back to front.
A transparent color index in GIF Textures or GIF MovieTexture is fully supported in all drivers. Support for textures with an alpha channel is driver dependent, OpenGL, most Direct 3D hardware drivers, the Direct 3D RGB Emulation Driver are supporting alpha formats, the Direct 3D Ramp and MMX driver not.
Tips, known problems and workarounds

During scene loading in Internet Explorer there is no feed back via the Internet Explorer logo animation to indicate the download activity.
If scenes are appearing too dark the headlight can be enabled in the Popup Menu
The Microsoft Direct 3D Ramp-Emulation computes lighting with a very simplified model. Ambient Lighting and the specular color are not additive. Workarounds:
black faces due to missing ambient lighting : add a directional light source
completely bright faces if lighted: set the specularColor to the default value 0 0 0
incorrect specular color: specify specularColor very bright, e.g. 0.9 0.9 0.9
lit texture quality not sufficient : use unlit textures Appearance {texture ImageTexture {..}}
IndexedLineSet's and PointSet's are currently not selectable by Anchors or geometry sensors.
The triangulation algorithm in the Direct 3D Version occasionally makes some small mistakes in rendering fonts, the text is too large
blaxxun CC3D registers the Web Browser for the file extensions wrl,wrz,vrml,gz. The gz registration is unfortunately necessary to properly handle files named like "world.wrl.gz". It's recommended to store gzipped VRML files directly with the extension wrl on a Web Site.
The Internet Explorer 3.X Versions are not supporting Mime Types properly, in order to handle wrl.gz files, gz must be associated with the VRML control. The drawback is, that gz can not be associated with decompression tools. Problems with cgi-bin url's can be solved by adding dummy parameters like cgi-bin/test.pl?dummy=x.wrl
For compatibility with CCpro worlds, if in the VRML scene graph there is no light at the root of the scene graph, CC3D makes all DirectionalLights in the initial scene graph global. Authors should take into account that Avatars inserted by CCpro should also get lighted.
The ambientIntensity field of light sources isn't used in Direct 3D.
In some worlds blaxxun CC3D computes a too large far-clipping plane, resulting in z-buffer resolution problems. Dependent on the scene the workaround is to add bboxSize bboxCenter fields to some Inline / Group nodes and to specify a visibilityLimit in the NavigationInfo node.
parseInt and parseFloat functions in vrmlscript are not supported
vrmlscript statements need to be properly terminated with a semicolon, the following statements are not valid and result in error messages

a=1 b=2 if (a) { b=c } return 5
These statements are fine : a=1; b=2; if (a) { b=c; } return 5;
vrmlscript vrmlmatrix is treated as single level array with 16 Elements
two sided lighting is not supported, some modeling program's are exporting geometry using the flags solid FALSE and ccw FALSE/TRUE. Actually the browser computes a normal for each face but can not know which side of the shape's facets should be lit or not. One solution is to add more light sources, but better is the proper export of geometry. solid FALSE disables the backface culling optimization, so this setting should be used with great care.
the collision detection algorithm has limitations depending on face orientations, the proxy field of a Collision Node can be used to add additional collision geometry.
there seem to be different versions of Windows 95 with different scheduling and multi-tasking behavior, blaxxun CC3D will run better concurrently with other applications using the later Windows 95 versions. The frame rate is currently limited to a maximum of 20 Updates per seconds in Windows 95. To grab more CPU-Cycles in order to run at a higher frame rate, change the "full speed" setting in the Settings->Preferences->General dialog.Windows NT does not have this limitation. F7 displays the frame rate, the first number is the actual frame rate averaged over some frames, the second number is the time needed for the last scene redraw.
performance hints can be found in the VRML and BspTree section.


Extensions
blaxxun CC3D supports several VRML extensions.

vrmlscript Browser object extensions

float getCurrentTime() - get the computers current time
float getTime() - get the browsers current simulation time
float getWorldStartTime () - get the time the world was loaded


void print(string); -- print the string to the console
Typical use : to debug scripts

function x(value) { Browser.print(' value is '+value); }

In order to easier print timeStamps the following code fragment can be used :
Browser.print('Time = '+ (timeStamp - Browser.getWorldStartTime()));

void setMyAvatar(node) the the avatar for third person mode display

bool showMyAvatar(flag) toggles third person mode on/off

void setRenderMode(string) changes rendering mode,
supported values are "Flat" "Gouraud" "Wireframe" "Vertices"
The OpenGL Version supports in addition Solid NonLighted BoundingBoxes

void setNavigationMode(string) changes navigation mode,

void setCollisionDetection(flag) - changes collision detection mode
void setGravity(flag) - changes gravity, terrain following mode
void setHeadlight(flag) - changes headlight mode
void setViewpointAnimation(flag) - TRUE viewpoint changes are animated, FALSE viewpoint changes are immediate
void setAvatarHeight(float value) - set the avatar height, used for computing ground distance
void setCollisionDistance(float value) - changes the collision distance
void setVisibilityLimit(float value) - changes visibility limit
void setWalkSpeed(float value) - changes walk speed

int getWindowSizeX()
int getWindowSizeY()
float getWindowAspect() - get the aspect ratio (width/height) of the rendering window, usefull to adjust HUD display

bool getGravity()
bool getHeadLight()
bool getCollisionDetection()
bool getViewpoinAnimation()
float getVisibilityLimit()
float getCollisionDistance()
float getAvatarHeight()
float getStepOverSize()
float getZNear()
float getZFar()

Node computeRayHit (SFVec3f startPoint,SFVec3f endPoint, startingNode optional)

Computes an intersection of a ray with the scene graph.
Result is null if no intersection found or a PseudoNode RayHitInfo with the following
information stored :



PROTO RayHitInfo [
eventOut MFNode hitPath // the chain of grouping nodes, to the geometry node intersected

eventOut SFVec3f hitNormal // normal at point of intersection
eventOut SFVec3f hitPoint // point of intersection in global, world coordinates

eventOut SFVec2f hitTexCoord // texture coordinate at point of intersection (without any texture matrix applied)

eventOut SFMatrix hitMatrix // matrix transforming shape local coordinates to world coordinates

eventOut SFVec3f hitNormalLocal
eventOut SFVec3f hitPointLocal // intersection point in the shapes local coordinate system

eventOut MFInt32 hitInfo // vertex index information
]

setUnloadMode(int minNotActiveInlines, float percentage factor to purge)

set strategy for purging inlines from memory:
if the number of inlines currently not rendered is greater minActiveInlines,
purge up to (number * percentage ) inlines from memory
if percentage < 0 its an absolute number of inlines to purge

example :
setUnloadMode(100,0.05)
if (more than 100 inlines are currently not rendered,
delete 5 % of the inlines not used for the longest time


setBspMode(order) - set bsp Traversal order
setBspLoadingMode( order) - set bsp inline Traversal order

TRAVERSE_NORMAL 0
TRAVERSE_BACK_TO_FRONT 1
TRAVERSE_FRONT_TO_BACK 2



The Browser object itself is a VRML node with certain events and fields
By adding ROUTE'S from vrmlscript or eventOut Observers from the EAI these events could be observed.
Access from
vrmlscript : Browser.xxxx
access from EAI : Browser.getEventIn(xxx) Browser.getEventOut(xxx)


eventIn MFNode set_myAvatarNodes - set my avatar nodes ( for createVrmlFromURL callback)
eventIn SFString set_myAvatarURL - set my avatar url
eventIn SFString set_myAvatarName - set my avatar nickname
eventIn SFBool set_showMyAvatar - toggle 3rd person mode

exposedField SFString myAvatarURL - current avatar Url
exposedField SFNode boundAvatar - the bound (displayed ) avatar node (my contain wrapper around myAvatar)
exposedField SFNode myAvatar - node currently used as myAvatar node
exposedField SFString myAvatarName - current avatar nickname

// observable eventOuts
eventOut SFTime time_changed - the master clock

eventOut SFVec3f viewpointPosition - global viewer postion
eventOut SFRotation viewpointOrientation
eventOut SFVec2f windowSize - rendering window width height
eventOut SFFloat windowAspect - aspect ratio of rendering window

exposedField MFNode viewpoints

exposedField SFNode boundViewpoint - the current bound viewpoint (top of stack)
exposedField MFNode boundViewpointStack - the other stacked viewpoint (if any)
exposedField SFNode boundNavigationInfo
exposedField MFNode boundNavigationInfoStack
exposedField SFNode boundFog
exposedField MFNode boundFogStack
exposedField SFNode boundBackground
exposedField MFNode boundBackgroundStack

exposedField SFString name
exposedField SFString version
exposedField SFString worldUrl - url of the current loaded world (set observer to get a world changed notification)

exposedField MFNode overTouchSensors - list of TS the mouse is over
exposedField MFNode activeVisibilitySensors - list of VS currently assumed to be visible
exposedField MFNode protoScenes - list of scenes with prototypes (loaded via EXTERNPROTO url ..)

Extensions to vrmlscript Math object
double atan2(double dy, double dx) - arc tangent -PI .. PI
double cosh(double x)
double sinh(double x)
double tanh(double x)
double randomGaussian() - gaussian random number -1 ..1


Controlling download
CC3D fetches URL objects and EXTERNPROTO's in the order encountered during scene graph traversal, in the order top to bottom of file, depth first. Currently not needed objects because not "visible" due to a Switch, LOD or BspTree node are only retreived if they become part of the visible scene graph.

In order to preload currently unneeded objects, ImageTexture / MovieTexture / AudioClip nodes can be directly specified as children of Groups. The ordering of the nodes with url controls the download sequencing of the assets. The Appearance / Sound node references the asset by USE.

The BspTree or BspGroup node traverses child nodes nearer to the viewer first. This would mean Inline parts nearer to the viewer are earlier loaded then further away parts. Bsp - tree Parts outside the visibilityLimit (the viewing pyramid) are not fetched.

The LOD node display lower levels if the requested level is an Inline node, currently not loaded.

The inline nodes behaves as a group-node, the children field is exposed to access the nodes of the inline. By observing children_changed a notification is sent, once an Inline node is loaded and processed.
The additional eventOut SFBool isLoaded indicates loading success, TRUE is sent if the inline node is loaded and children are loaded, FALSE is sent if the inline node's url couldn't be retreived or there was some other problem with the data.

Third Person Viewing Mode

In the third person viewing mode the users Avatar is displayed at the viewing position, the "rendering camera" displays an image from a new viewing position behind. The 'A' key or the menu entry "View my Avatar" toggles third person mode.
The following keys are controlling the avatar viewing distance :

9-0 : rotate around avatar
1-2 : change distance
3-4 : change vertical offset
5-6 : change look up/down
7-8 : change look left/right



The avatar definition (e.g. VRML file, VRML URL) is being retreived from the following places :

a VRML file called avatar.wrl placed in CC3D installation directory
programmed from vrmlscript using Browser.set_myAvatarURL = "http:// ...."
programmed from vrmlscript using Browser.set_myAvatarNode(node)
passed internally from CCpro
the blaxxun default avatar

The first node of the VRML file can be an instance of an PROTO supporting some or all of the blaxxun Avatar interface elements. (Please see CCpro World and Avatar authoring )
VRML viewpoints, navigation, ProximitySensor's etc. are all relative to the position of the avatar not of the third person mode following camera.
The avatar VRML implementation can support certain animations on browser events like moving to a new position, begin/end of navigation action, world entering event.
The VRML ProximitySensor will report positions relative to the avatar position, not relative to the rendering camera. "Misuses" of the ProximitySensor as a helper to implement HUD displays, will currently position the HUD in front of the avatar. This issue will be addressed in a future helper node.

Extension Nodes:

Discussed in BspTree section :
BspTree {
exposedField SFRotation plane 0 0 1 0

field SFNode front NULL
field SFNode overlap NULL
field SFNode back NULL
}

BspGroup { # new CC3D 3.051
field SFVec3f bboxSize -1 -1 -1
field SFVec3f bboxCenter 0 0 0
exposedField MFNode children []
eventIn MFNode addChildren
eventIn MFNode removeChildren
eventOut SFNode bspTree
}

Occlusion {
field SFVec3f bboxSize -1 -1 -1
field SFVec3f bboxCenter 0 0 0
exposedField SFBool enabled TRUE
exposedField SFNode proxy NULL
exposedField MFNode children []
eventIn MFNode addChildren
eventIn MFNode removeChildren
eventOut SFBool isActive
eventOut SFTime enterTime
eventOut SFTime exitTime
}

Inclusion {
field SFVec3f bboxSize -1 -1 -1
field SFVec3f bboxCenter 0 0 0
exposedField SFBool enabled TRUE
exposedField SFNode proxy NULL
exposedField MFNode children []
eventIn MFNode addChildren
eventIn MFNode removeChildren
eventOut SFBool isActive
eventOut SFTime enterTime
eventOut SFTime exitTime
}


# displays a VRML defined Menu to the CC3D right mouse button popup menu
MenuSensor {
exposedField SFBool enabled TRUE # TRUE menu enabled, FALSE disabled
exposedField SFString title "" # title for submenu entry
exposedField MFInt32 choices [] # list of numbers
exposedField MFString descriptions [] # description for each menu entry
exposedField SFString position ""
eventOut SFBool isActive
eventOut SFInt32 choice # associated choices number for user selected menu entry
}

# new in 3.051
CullGroup {
field SFVec3f bboxSize -1 -1 -1
field SFVec3f bboxCenter 0 0 0
exposedField MFNode children []
eventIn MFNode addChildren
eventIn MFNode removeChildren
}

# like fog with additional parameter visiblityStart for linear fog
# new in 3.05

Fog2 {
exposedField SFColor color 1 1 1
exposedField SFString fogType "LINEAR"
exposedField SFFloat visibilityRange 0
exposedField SFFloat visibilityStart 0
exposedField SFFloat density 1
eventIn SFBool set_bind
eventOut SFBool isBound
}




Related links:
CC3D developer info

CC3D info

CCpro info

CCpro World and Avatar authoring

VRML 97 Specification

VRML 1.0 + 97 Specification
Back to top Go down
View user profile
mark
+200
+200


Number of posts : 451
Registration date : 2012-06-01

PostSubject: Re: blaxxun CCpro 3.0 - Release Notes   Sun 29 Jun - 14:23

blaxxun CC3D 3.02

12/18/97
Release Notes

Embedding a VRML World into a WEB Page

blaxxun CC3D can be registered during installation as the default player for the MIME type model/vrml and x-world/x-vrml and is associated with the .wrl .wrz .vrml and .gz file extensions.

Internet Explorer or Netscape Navigator will open a control registered for VRML with the following EMBED tag:



or if the user clicks on a link to a file with the .wrl extension:

Show VRML world

In Internet Explorer the following OBJECT tag will work:







If multiple plugin´s are available for the mime-type the blaxxun CC3D control can be directly specified in the OBJECT tag by using blaxxun CC3D's classid.







blaxxun CC3D can be re-registered using the command

regsvr32 blaxxunCC3D.ocx

and unregistered using

regsvr32 /u blaxxunCC3D.ocx

Switching between the different versions of blaxxun CC3D or other VRML controls for IE is also possible using regsvr32 which usually resides in \windows\system.

For the Netscape Environment in addition the blaxxun CC3D Netscape plugin DLL npbx3d.dll needs to be present in the Netscape/Navigator/Program/plugins directory. If there are already other plugins installed handling the Mime-Type model/vrml, the corresponding DLL's need to be moved to another directory. Entering about:plugins in the URL input field of Navigator will list all currently installed plugins.


Required Files

The following files should be present in the installation directory

blaxxunCC3D.ocx - the blaxxun CC3D OCX control
blaxxunVRML.tlb - Type library for VRML EAI
blaxxunCC3D.wrl blaxxunCC3D.gif - optional startup scene

The following files should be present in the $(windows)\java\classes directory if the Java EAI for Internet Explorer is being used

vrml\*.* - VRML 2.0 EAI classes

The following files should be present in the $(windows)\java\trustlib directory if the Java EAI is being used

blaxxuncc3d\*.* - blaxxun CC3D Browser interface
blaxxunvrml\*.* - blaxxun CC3D VRML interface

The following files should be present in the $(windows)\system or NT $(windows)\system32 directory:

mfc42.dll - MFC 4.2 Runtime DLL from Microsoft Visual C 5.0
msvcrt.dll - Visual C runtime library from Microsoft Visual C 5.0
Internet explorer DLL's like wininet.dll hlink.dll urlmon.dll url.dll
Direct Draw DLL (ddraw.dll) or OpenGL DLL's for the OpenGL Version (opengl32.dll glu32.dll)

The following file should be present in the Netscape plugin directory (normally \program files\netscape\navigator\program\plugins) if blaxxun CC3D should handle VRML files in Netscape.

npbx3d.dll - blaxxun CC3D Netscape Plugin interface DLL

Even if the Netscape plugin is being used, blaxxun CC3D references some DLL's which are only installed if a version of Microsoft Internet Explorer is being installed on the system.

If the installation fails the recommend steps are

Install Microsoft Direct X 3 or later Runtime (Or Windows NT 4.0 - Service Pack 3)
Install Microsoft Internet Explorer 3.x or later
Re-Register blaxxun CC3D using regsvr32 blaxxunCC3D.ocx


VRML 2.0 compatibility

blaxxun CC3D fully supports VRML 2.0 and advanced features like PROTO, EXTERNPROTO, ROUTE and the Script Node.

The Script Node implements VrmlScript and a JavaScript subset as defined in http://www.vrml.org/Specifications/VRML97/part1/javascript.html and http://vrml.sgi.com/moving-worlds/spec/vrmlscript.html

.

Supported script node URL strings are strings that begins with the VrmlScript identifier tag "vrmlscript:" or strings that begins with the JavaScript identifier tag "javascript:". "javascript:" is treated internally as "vrmlscript:", additional JavaScript statements like "var " etc. are not supported and are resulting in an error message. Java in the script node is currently not supported.

The following VRML 2.0 features are currently not supported :

creaseAngle in geometry shapes, creaseAngle > 0.5 is treated as hint to smooth the shape
if using the high speed - Direct3D Ramp Emulation driver only : colorPerVertex in geometry nodes, multiple skyColor, groundColor values in Background Node.
if using the Direct3D RGB or HAL modes "color per vertex" Shapes are treat unlit, the OpenGL Version fully supports lighted, per vertex colored Shapes
Mixing a material transparency with a texture only works in some Direct 3D hardware drivers, it works not using the Microsoft Software drivers
The Fog node is not implemented
The MovieTexture node only supports animated gif's (GIF 89a) and static image formats.

VRML 2.0 EAI

blaxxun CC3D supports the VRML 2.0 external authoring interface proposal

EAI for Microsoft Internet Explorer

The Java classes are installed in $(windows)\java\classes\vrml. If there are problems, during compiling or running of VRML EAI applets, remove any other VRML classes from the classpath.

EAI for Netscape Navigator / Communicator

The Java classes are installed in $(netscape directory)\program\java\classes\vrml.zip. If there are problems, during compiling or running of VRML EAI applets, remove any other VRML classes from the classpath.

EAI for C++ and other COM-capable languages

The EAI can be accessed via the COM-Interfaces defined in blaxxunCC3D.ocx and blaxxunVRML.tlb.

Some additional EAI-Calls like Browser.beginUpdate /endUpdate / saveWorld() are provided.

For technical information see blaxxun CC3D VRML 2.0 EAI information

BSP-Tree (Binary Space Partitioning Tree)

blaxxun CC3D supports a BspTree node, for optimal rendering performance of large worlds.

For technical information see blaxxun CC3D BSP-Tree information

Direct 3D Notes

The Direct 3D Ramp-Emulation driver (Setting "High Speed") is optimized for speed, not for quality. In order to see colored light sources, objects with vertexColors, full RGB-Textures, RGBA-Textures etc. choose the Hardware or RGB-Emulation Driver. VRML 2.0 Material settings behave differently compared to OpenGL or Direct 3D hardware or high quality settings.

Tips for using Direct 3D hardware acceleration

Direct 3D Hardware is installed if the "hardware" entry appears in the Right-Mouse Button popup menu. blaxxun CC3D will also prompt for the use of a hardware device.

If hardware works in your current desktop / graphics card configuration "hardware" can be made the default mode by selecting it the "Right Mouse Button -> Settings-> Preferences tab".

Successful use of Direct 3D hardware acceleration is directly related to the graphics cards memory and current screen mode and size of the 3D window. Using low resolution screen modes like 640*480 * 32k colors leaves more memory available for 3D buffers and textures. If Direct3D can't use the hardware because of too high memory requirements, blaxxun CC3D falls back to the Direct 3D ramp software drivers.

(Typical CC3D Error Message : Create Surface for Z-Buffer failed)

Recommended display settings for hardware use (Hardware == Direct 3D Hal Driver):

Graphics board with 4 MB RAM : Set desktop to 800*600 32.000 Colors, use one 3D Window only
Graphics board with 8 MB or more RAM : Desktop can be set to higher resolutions than 800*600 or multiple 3D Windows can be opened.

If the board provides bilinear texture filtering, the "smooth texture" setting can be enabled.

As rule of thumb the required graphics board memory can be computed as

(pixel width of desktop * pixel height of desktop * 2)

+

(pixel width of 3D window * pixel height of 3D window * 2)

* 2 + size of used textures in VRML scene

If Direct 3D Hardware runs out of texture memory for storing all the textures, blaxxun CC3D automatically scales down textures, resulting in a more "blocky" appearance of the images. Other solutions would be to switch to software rendering for this scene, or to release some memory on the graphics board by using a smaller window, lower desktop resolution or to upgrade to a graphicsboard with more memory ( 8MB , 16 MB)

On systems equipped with a MMX CPU the Direct X 3 "RGB Emulation Driver" provides MMX specific acceleration.

On systems equipped with Intel AGP and a Direct 3D AGP Graphics board much more texture memory is available. The amount of video memory is displayed in the Direct 3D settings tab.

The default Direct 3D start configuration can be specified in the "Settings->Preferences" dialog. Direct 3D drivers are quickly evolving, its is recommended to check the board vendors websites for updated graphics drivers. Information about the installed driver version is available in the Windows Control Panel, Icon Direct X -> Direct Draw > Installed Drivers.

Preliminary support for Direct 3D fullscreen rendering is available. Ideally the VRML world should be displayed fullscreen in the HTML-Browser with Menu, Tool- and Statusbar disabled. Pressing F5 will toggle between Fullscreen and Window-Mode. The full screen display mode can be selected in the Settings panel, the default is 640x480x16.

Tips, known problems and workarounds

During scene loading there is no feed back via the Internet Explorer logo animation to indicate the download activity.
If scenes are appearing too dark the headlight can be enabled in the Popup-Menu
The "high speed" - Direct 3D Ramp-Emulation driver is optimized for speed, not for quality. In order to see colored light sources, objects with vertexColors, full RGB-Textures etc. choose the RGB-Emulation or Hardware Drivers.
IndexedLineSet's and PointSet's are currently selected by the whole primitive's bounding box, and not by the individual lines or points.
The triangulation algorithm in the Direct 3D Version occasionally makes some small mistakes in rendering fonts, the text is too large
blaxxun CC3D registers Internet Explorer for the file extensions wrl,wrz,vrml,gz. The gz registration is unfortunately necessary to properly handle files named like "world.wrl.gz". Its recommended to store gzipped VRML files directly with the extension wrl on a Web-Site.
In the Direct 3D Version DirectionalLights are not properly scoped. A workaround is, to set the lights at the top-level of the VRML file. The ambientIntensity field of light sources isn't used.
In some worlds blaxxun CC3D computes a too large far-clipping plane, resulting in z-buffer resolution problems. Dependent on the scene the workaround is to add bboxSize bboxCenter fields to some Inline / Group nodes and to specify a visibilityLimit in the NavigationInfo node.
SFImage object in vrmlscript is not properly supported
there seem to be different versions of Windows 95 with different scheduling and multi-tasking behavior, blaxxun CC3D will run better concurrently with other applications using the later Windows 95 versions. The frame rate is currently limited to a maximum of 20 Updates per seconds in Windows 95, Windows NT does not have this limitation.
Back to top Go down
View user profile
mark
+200
+200


Number of posts : 451
Registration date : 2012-06-01

PostSubject: Re: blaxxun CCpro 3.0 - Release Notes   Sun 29 Jun - 14:25

blaxxun CCpro 3.08 - Release Notes

August 27, 1998
for blaxxun Contact 4.0 Beta Release Notes please click here
About This Version

The most recent version of blaxxun CCpro available for download is currently version 3.08. You can check your version of blaxxun CCpro by activating the "About CCpro" entry in the "Options" panel of CCpro.

Version "3.08" is identical to "3.07" but contains the following bug fixes:

1) Setup Error

On systems not having Netscape Navigator installed, version 3.07 did not install the Windows Java classes.
This error has been fixed with version 3.08.
You can manually fix this problem if you copy the "ccpro/winjava/*" directories to your "windows/java" directory.

2) Avatar List Error

In version 3.07 3D users sometimes appear as 2D users in the avatar list.
This error has been fixed with version 3.08.

3) Own Avatar Error

In version 3.07 your own avatar sometimes appears as the world to be loaded.
This error has been fixed with version 3.08.

4) Register Controls

In version 3.07 setup registers the last blaxxun CC3D control found in the install directory. In version 3.08 setup checks if there is a Direct3D and a OpenGL version of blaxxun CC3D on your system and asks the user which one to register.

5) Unhandled Exception in blaxxun CC3D

In version 3.07 it may happen that blaxxun CC3D produces an unhandled exception if you press the DEL-Key in the blaxxun CC3D window.
This error has been fixed with version 3.08.

Version 3.08 supports the following platforms:

Operating Systems: Windows 95/98 and Windows NT 4.0
HTML Browsers: Internet Explorer (Version 3.x and 4.x) and Netscape Navigator (Version 3.x and 4.x)
3D Viewers: blaxxun CC3D (included in blaxxun CCpro setup) and Superscape Viscape
Graphics: Open GL and Direct 3D

Details regarding new 3D features can be found in the blaxxun CC3D Release Notes
New Features

Chat Panel
The blaxxun CCpro chat panel now supports the following new features:
+ Select Font: allows users to specify their favourite default chat font
+ Copy/Paste: has been corrected and works now under Internet Explorer and Netscape
+ Push: allows users to push selected text from the chat output area to the chat input area
+ Scroll Lock: allows users to switch the automatic scrolling of the output area on and off
+ Dock/Undock: allows users to dock/undock chat panels for free sizing
+ Drag/Drop: allows users to drag text from the the chat output area to the chat input area

Multiple Languages
blaxxun CCpro can now switch languages. The "Select Language" entry in the "Options" panel allows you to switch between French, English and German. This selection applies to the CCpro user interface. Chat macro language can be switched optionally.

Avatar List
The blaxxun CCpro avatar list now performs a beam to operation on double click if possible. Also the popup menu contains a new entry "Show Url" for avatars containing appropriate url information in their public info. The graphical representation of avatars in the avatar list now indicates the client type of each avatar. This may be "3D" for blaxxun CCpro users, "2D" for non CCpro users and "BOT" for bots.

3D Performance
blaxxun CC3D's performance has been improved by optimizing the render algorithm (culling) and by processing VRML inlines in a seperate thread.
Known Bugs

Popup Menu Deadlock / Internet Explorer 4
In some situations, the display of the list panel popup menus (avatar list, scene list etc.) leads to a deadlock situation under Internet Explorer 4 when using the right mouse button to activate the popup menu. You must use the key to cancel the popup menu.

Workaround: To avoid this situation, use the left mouse button in order to show the list popup menu.

Backspace Key / Internet Explorer 4
Under Internet Explorer 4, the backspace key does not work in undocked chat windows.

Workaround: Use instead of in undocked chat windows.

Popup Menu / Netscape Navigator 4.04
If you have installed Netscape Navigator 4.04, you may encounter problems in cases where the 3D world is loading and you try to activate the popup menu in the 3D window. In some rare cases, Netscape performs an invalid page fault and you need to restart the browser.

Workaround: You can avoid this behaviour if you do not request a popup menu in the 3D window until the world has completely loaded.

Windows NT4.0, Netscape 4.0 - 4.04 and blaxxun CCpro (Direct3d version)
After visiting any Java enabled web site, blaxxun CC3d will not work anymore. You'll get an error message: "Error loading blaxxun CC3D". Thus you will not see any VRML worlds in blaxxun CCpro anymore.

Workaround: The best way is to install Netscape 4.05 to avoid this problem.
Otherwise you should either use the OpenGL version of blaxxun CCpro respectively blaxxun CC3D instead or restart Netscape before using blaxxun CCpro or blaxxun CC3D.

Additional informations on VRML topics like Avatar Gestures, Animated Avatar Movements or LOD avatars can be found in the blaxxun Community Authoring Guide.
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: blaxxun CCpro 3.0 - Release Notes   

Back to top Go down
 
blaxxun CCpro 3.0 - Release Notes
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Masques notes de musique ('tophiltre)
» [Terminé] Télécharger ISO Windows 8 Release Preview
» Piano à 88 touches
» Touché dynamique et expression
» Les accords main gauche sur le FR5 ou 7

Permissions in this forum:You cannot reply to topics in this forum
LouiZeForum :: ARTS :: 3D art :: 3D FAQ and News-
Jump to: