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Re: request for guidance: centralized extensibility for HTML5 using X3D graphics

From: Joe D Williams <joedwil@earthlink.net>
Date: Tue, 16 Feb 2010 14:51:16 -0800
Message-ID: <2F327F44AE664F8BBB057219F5166254@joe1446a4150a8>
To: "Jonas Sicking" <jonas@sicking.cc>, "Chris Marrin" <cmarrin@apple.com>
Cc: <public-html@w3.org>

Hi Jonas and Chris,

Chris >  ... The reason for adding WebGL to WebKit and other browsers 
was to include the smallest set of 3D functionality possible and avoid 
locking in any one higher-level scene-based format.

Jonas > ... but I know we very intentionally wanted to do a low-level 
API for 3D. The goal was to allow others to play with higher level 
APIs on top.

How wonderful is that? At least for X3DOM, the effort you described is 
a fantastic success. As shown, it turns out to be just a matter of 
some creative work to exhibit a high performance X3D context - or a 
very usable facsimile thereof - looking just about like real builtin 
stuff - even consolidated html and xhtml code. Fantastic successes. 
Unexpected? Mostly. I was thinking more like using some webGL in an 
X3D Script node, rather than seeing X3D as a script node and the easy 
connection to a fast high-level scenegraph runtime. Disruptive? Only 
if providing a level and free and open playing field for author choice 
is disruptive.

That is why I think the concept of ECMAScript WebGL and O3D (where 
they intersect) is so great. Think of how much the tools for learning 
and implementing realtime interactive distributed collaboration have 
changed since the 1968 Fall Joint Computer Conference at which Doug 
Engelbart gave his historical demonstration of on-line computing.

Thanks Again and Best Regards,
Joe

 
Received on Tuesday, 16 February 2010 22:51:53 GMT

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