Scenegraph Basics |
There are four main categories of Shockwave 3D§ objects represented in the scenegraph database:
Scenegraph palettes (groups, lights, styles)
Model Geometry (including multiresolution meshes)
The scenegraph palettes and animation keyframes convert directly into the Shockwave 3D data structures. Model and animation geometry, however, require an additional conversion step. Because Shockwave 3D represents model and animation with high-performance data structures that cannot be easily converted directly from an authoring tool, the SDK provides additional data structures into which this data is first converted. After data has been placed into these intermediary data structures, a data structure compiler then produces the final run-time data structure that will be captured in the Shockwave 3D scenegraph.
§See asterisked (*) statement at Legal Information © 2001 Intel Corporation.