RWX Viewer (Community)

RWX Viewer // Community

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foxmccloud

Oct 15, 2001, 2:21pm
Hi all ! It's been a long time i haven't read / posted here, i've been too
busy lately
Anyway I just wanted to say that i had grown tired of having to go to AW
each time i want to test a rwx object, so i started writing a quick rwx
viewer in opengl yesterday... it already reads quite a few rwx, so it
shouldnt take too long to complete, a few days probably...
I'll distribute the C++ source too if anyone is interested.

RWX scripting is well documented on the web (thanks a lot eep, andras,
whoever made the AW help file and probably others i'm forgetting, your pages
were really helpful to get info on all the rwx commands), but there remains
a few obscure points that i hope some of you object building specialists
(which i'm not) could maybe explain :)

- how do joints work? i mean, what does the joint transformation matrix
affect? i haven't found any info about that. RotateJoint,
JointTransformBegin and JointTransformEnd are neither stated in the list of
supported RWX Commands nor unsupported commands in the AW help files... are
they supported ? Is this what's used to put together avatar's clumps?
- does vertex numbering restart to 1 at the beginning of each clump or are
the vertex numbers global to an object ?
- does AW support the normal optional argument to the vertex command?
- does the RandomUVs command take an On/Off parameter?
- do OpacityFix and RandomUVs commands affect the whole object or just part
of it?
- does the Polygon RWX command support only convex polygons, or any polygon?
- does AW support the RGB versions of Ambient and Diffuse commands?
- How do you do axis alignment in opengl? lol

Thanks, i hope that's not too much questions... lol... if you know the
answer to at least one of these questions or can point me to a website where
there are details about them, please answer this thread :)

Fox Mc Cloud

andras

Oct 15, 2001, 2:52pm
inline....
[View Quote] I am interested:)

>
> RWX scripting is well documented on the web (thanks a lot eep, andras,
> whoever made the AW help file and probably others i'm forgetting, your pages
> were really helpful to get info on all the rwx commands), but there remains
> a few obscure points that i hope some of you object building specialists
> (which i'm not) could maybe explain :)
>
> - how do joints work? i mean, what does the joint transformation matrix
> affect? i haven't found any info about that. RotateJoint,
> JointTransformBegin and JointTransformEnd are neither stated in the list of
> supported RWX Commands nor unsupported commands in the AW help files... are
> they supported ? Is this what's used to put together avatar's clumps?
> - does vertex numbering restart to 1 at the beginning of each clump or are
> the vertex numbers global to an object ?

each clumpbegin/protobegin restarts the vertex numbering.

> - does AW support the normal optional argument to the vertex command?

Vertexext is not generating an error but has no any implementation. OTOH the prelight argument is proprietary for AW.

> - does the RandomUVs command take an On/Off parameter?

It should!

> - do OpacityFix and RandomUVs commands affect the whole object or just part
> of it?
> - does the Polygon RWX command support only convex polygons, or any polygon?

Any polygons.

> - does AW support the RGB versions of Ambient and Diffuse commands?

No.

> - How do you do axis alignment in opengl? lol

Dunno :))

>
> Thanks, i hope that's not too much questions... lol... if you know the
> answer to at least one of these questions or can point me to a website where
> there are details about them, please answer this thread :)
>
> Fox Mc Cloud

I'm happy to provide the source code of the "reggen" utility which would help you IMO (has a full transformation matrix implementation done). Just drop me an email.

Good luck!
Andras

goober king

Oct 15, 2001, 2:54pm
You're probably better off asking the worldbuilders NG people. They
should know what's what :)

[View Quote] > Hi all ! It's been a long time i haven't read / posted here, i've been too
> busy lately
> Anyway I just wanted to say that i had grown tired of having to go to AW
> each time i want to test a rwx object, so i started writing a quick rwx
> viewer in opengl yesterday... it already reads quite a few rwx, so it
> shouldnt take too long to complete, a few days probably...
> I'll distribute the C++ source too if anyone is interested.
>
> RWX scripting is well documented on the web (thanks a lot eep, andras,
> whoever made the AW help file and probably others i'm forgetting, your pages
> were really helpful to get info on all the rwx commands), but there remains
> a few obscure points that i hope some of you object building specialists
> (which i'm not) could maybe explain :)
>
> - how do joints work? i mean, what does the joint transformation matrix
> affect? i haven't found any info about that. RotateJoint,
> JointTransformBegin and JointTransformEnd are neither stated in the list of
> supported RWX Commands nor unsupported commands in the AW help files... are
> they supported ? Is this what's used to put together avatar's clumps?
> - does vertex numbering restart to 1 at the beginning of each clump or are
> the vertex numbers global to an object ?
> - does AW support the normal optional argument to the vertex command?
> - does the RandomUVs command take an On/Off parameter?
> - do OpacityFix and RandomUVs commands affect the whole object or just part
> of it?
> - does the Polygon RWX command support only convex polygons, or any polygon?
> - does AW support the RGB versions of Ambient and Diffuse commands?
> - How do you do axis alignment in opengl? lol
>
> Thanks, i hope that's not too much questions... lol... if you know the
> answer to at least one of these questions or can point me to a website where
> there are details about them, please answer this thread :)
>
> Fox Mc Cloud
>
>
>


--
Goober King
Your Friendly Neighborhood Reminder...
rar1 at acsu.buffalo.edu

foxmccloud

Oct 15, 2001, 2:59pm
Thanks, i wasn't sure where to post this :)
I'll repost it there right now.

Fox Mc Cloud

"goober king" <rar1 at acsu.buffalo.edu> a écrit dans le message news: 3BCB1451.3020207 at acsu.buffalo.edu...
> You're probably better off asking the worldbuilders NG people. They
> should know what's what :)

foxmccloud

Oct 15, 2001, 3:15pm
thanks :)

"andras" <andras at andras.net> a écrit dans le message news: 3BCB13FA.31D00198 at andras.net...
> inline....
[View Quote] >
> Vertexext is not generating an error but has no any implementation. OTOH the prelight argument is proprietary for AW.

I was talking about the Normal optional argument of Vertex... like in :
Vertex 0 1 3 Normal 1 0 0 UV 1 0 #!Prelight 0.2 0.5 0.8
(not something i have seen in an object, i just invented this line... it's documented in the RW2.1 docs but nothing about it in the
AW3.2 help files)

>
> Any polygons.

Lucky thing i had a triangulation algorythm as a project in a computer science lesson last year then... :)
*searches in the mess of his old sources*

Fox Mc Cloud

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