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In article <41d6c310$1@news.povray.org> , Bernd Fuhrmann
<Sil### [at] gmx de> wrote:
> No I won't. Its quite a task to write such a XSLT.
Exactly that was my point ;-)
> I have never worked
> with X3D. It would take me weeks to learn X3D just to proove that it is
> possible.
Well, the only real difference is that there are no commas (well, they are
optional in VRML, they are just like spaces) and no < > around vectors, and
X3D keeps all coordinates in a *single* string. It takes almost nothing to
transform a classic VRML-style X3D mesh to POV-Ray (one can do it with a
simple regular expression), but to transform the same X3D XML lots of manual
tweaking is needed to just *remove* redundant XML syntax that serves no
useful purpose at all!
Thorsten
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Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trf de
Visit POV-Ray on the web: http://mac.povray.org
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