X3D Graphics Guide for Web Authors
X3D Graphics Guide for Web Authors
1
Contents
Goals, motivation and student background
Software support
• X3D Examples
2
Goals
This work presents Extensible 3D (X3D) Graphics,
the open, royalty-free, international standard for
3D graphics on the Web
Book and slideset goals include
• Show Web authors experienced with HTML and XML
how to build and connect X3D models
• Teach students principles of Web-capable 3D graphics
• Serve as a ready-reference book for X3D experts
Explain broad principles and specific details of X3D
for anyone learning how to build 3D models
3
Motivation 1
Over 30 years of steady growth and innovation
have made 3D graphics an exciting field
Key professional organization is SIGGRAPH for
computer graphics and interactive techniques
• Includes technical experts and artists alike
• [Link]
Nevertheless, few people actually build 3D
models themselves
• Usually requires advanced programming skills
• Costly proprietary tools and approaches compete
4
Motivation 2
Rather than creating another expensive technical
niche, X3D is designed for Web interoperability
• Support capabilities common to most (or all) tools
• Provide import/export publishing compatibility for
many other formats
• Align 3D with Architecture of the World Wide Web
This approach works well for simple 3D models,
scaling up to large-scale virtual environments
• Ultimate X3D success means that 3D graphics
becomes a “first-class citizen” for Web multimedia
5
Student background
Provide introductory course in to 3D graphics
achievable at undergraduate level
• Course successfully taught first as VRML, then X3D
The following are all helpful but not required
• XML authoring background
• Programming skills
• Modeling-tool experience
Lots of free resources are available
• Can be self-taught with dedicated effort
• Support and feedback from online community
6
X3D Examples
Software support
8
… go!
X3D Examples
Numerous (thousands) of X3D examples are
available online
• [Link]
Recommended approach:
• Browse examples online
• Download and edit on local system
9
X3D Examples Archives
X3D for Web Authors 245 models
Software support
13
X3D-Edit features
X3D-Edit features include direct editing of X3D
scenes using the XML (.x3d) encoding,
embedded visualization of scenes using the
Xj3D viewer, XML validation against X3D DTDs
and Schemas, drag-and-drop palette for X3D
nodes, popup panels for node editing, and
extensive help resources.
New features include ClassicVRML and X3D
compressed binary encoding support, plus
encryption and digital-signature authentication
using XML Security standards.
14
X3D-Edit home page
15
X3D-Edit screen snapshot
16
X3D-Edit download and installation
Options on X3D-Edit home page
• [Link]
17
X3D-Edit built using Netbeans
X3D-Edit 3.2 is written in Java using the
Netbeans platform, and so is portable across
major desktop and laptop operating systems
(Windows MacOSX Linux Solaris)
• [Link]
18
X3D-Edit updates
Icon in lower-left corner of screen indicates when
updates are available for automatic installation
19
X3D-Edit Help
20
Netbeans editor keyboard shortcuts
back to Table of Contents
22
Hello World example
Hello World programs are simple examples of a
computer language to illustrate their structure
• HelloWorld.x3d actually has a small world in it!
• Found in local-directory archive download at
[Link]/x3d/content/examples
X3D-Edit display includes color-coded text, node
palette, validation, XML tree, Xj3D rendering
• Pretty-print HTML version is another useful output
Studying and modifying HelloWorld.x3d is an
excellent way to learn a lot about X3D graphics
24
Suggested exercise
Recreate the HelloWorld.x3d scene with X3D-Edit
• Create a new X3D scene, Save As using a new
filename of your choosing
• Iconize the <head> element by clicking margin '+'
• Drag and drop nodes to build the scene
• Edit by typing, and by using node editors
• Make sure you maintain valid XML as you go
• Save, view, repeat as necessary
25
HelloWorld catalog page
26
Pretty-print HTML version of HelloWorld.x3d
27
back to Table of Contents
Other features
28
Viewing alternatives for X3D
Default built-in viewer is open-source Xj3D
• High performance, implemented using Java OpenGL
29
Right-click to launch external viewer
Download, configure viewers:
Tools, Options, Miscellaneous, X3D, Players
X3D-Edit collaboration chat 1
Chat-based collaboration for text messaging or
simultaneous file sharing is now available as an
integrated capability in X3D-Edit.
32
X3D-Edit collaboration chat 2
33
Version control support included
34
back to Table of Contents
[Link]
35
X3D for Web Authors
36
Book organization
38
Chapter descriptions
1. Technical Overview. General introduction of the
fundamentals of 3D, including scene graphs,
events, node reuse, file structure and encodings,
components and profiles, and conformance.
2. Geometry Nodes, Part 1: Primitives. The
basic primitive shapes.
• Box, Sphere, Cylinder, Cone, and Text.
3. Grouping Nodes. Collecting and positioning
objects in the 3D world.
• Inline, LOD, Group and StaticGroup, Switch,
Transform, and Anchor.
39
Chapter descriptions
4. Viewing and Navigation. How to view and
navigate in the 3D world
• Viewpoint and NavigationInfo.
5. Appearance, Material, and Textures.
Adding colors, shininess, and transparency
• Material and TwoSidedMaterial,
or by adding image-file textures
• PixelTexture, ImageTexture, MovieTexture,
TextureTransform, TextureCoordinate, and
TextureCoordinateGenerator.
40
Chapter descriptions
6. Geometry Nodes, Part 2: Points, Lines, and
Polygons. Geometric creations that are more
advanced than the basic shapes.
• Coordinate, Color, PointSet, LineSet, Extrusion
IndexedLineSet, IndexedFaceSet, ElevationGrid.
7. Event Animation and Interpolation. Making
objects move, twist, wiggle, and shake.
• TimeSensor and interpolation nodes:
ScalarInterpolator, PositionInterpolator,
PositionInterpolator2D, ColorInterpolator,
OrientationInterpolator, CoordinateInterpolator.
41
Chapter descriptions
8. User Interactivity Nodes. Allowing users to
interact with the world by connecting
• TouchSensor, PlaneSensor, CylinderSensor,
SphereSensor, KeySensor, and StringSensor nodes.
9. Event Utilities and Scripting. Event type
conversion and improved animation using the
event-utility nodes
• BooleanFilter, BooleanSequencer, BooleanToggle,
BooleanTrigger, IntegerSequencer, IntegerTrigger
• author-programmable Script node.
42
Chapter descriptions
10. Geometry Nodes, Part 3: Geometry2D
Nodes. Flat geometry is helpful for building 2D
shapes that face the viewer. Planar nodes include
• Polypoint2D, Rectangle2D, TriangleSet2D, Polyline2D,
Circle2D, Arc2D, ArcClose2D, Disk2D.
11. Lighting and Environment Nodes. Achieve
lighting and scene background effects using
• DirectionalLight, PointLight, SpotLight, Background,
TextureBackground, Fog, and Sound.
43
Chapter descriptions
12. Environment Sensor and Sound Nodes.
User activity in the environment can be detected
and processed by using
• LoadSensor, Collision, Billboard, ProximitySensor, and
VisibilitySensor
13. Geometry Nodes, Part 4: Triangles and
Quadrilaterals. Fundamental low-level
geometry creation using triangles:
• TriangleSet, TriangleStripSet, TriangleFanSet,
IndexedTriangleSet, IndexedTriangleStripSet, and
IndexedTriangleFanSet.
44
Chapter descriptions
14. Creating Prototype Nodes. Probably the
most powerful extension feature in X3D is the
ability to define new reusable nodes, known as
prototypes. Prototype declarations are
combinations of already-existing nodes and
(optionally) other prototypes. Prototype
instances can then be used like any other X3D
node. External prototype declarations allow
authors to collect reusable prototype
definitions together in a single file that can be
accessed by other scenes.
45
How to use the book
47
How to use the book, 2
Experienced 3D programmers
• Read Chapter 1 first to figure out how X3D is both
similar to (and different from) the technologies
which you already understand
• Skim chapters 2-6 scene graph fundamentals, then
study chapters 2-9 animation, use others as needed
Experienced X3D authors
• Study Chapter 1 descriptions of XML + ClassicVRML
encodings, which are functionally equivalent
• Remainder of book in any order, can use it as a
ready-reference manual
48
Summary
50
References 1
X3D: Extensible 3D Graphics for Web Authors
by Don Brutzman and Leonard Daly, Morgan
Kaufmann Publishers, April 2007, 468 pages.
• [Link]
• [Link]
X3D Resources
• [Link]
52
References 3
Netbeans
• [Link]
• [Link]
53
References 4
Netbeans Tips and Tricks, Ruth Kusterer,
Prentice Hall, November 2008.
• “Your Guide to Finding Your Way Around the
NetBeans IDE”
• [Link]
Don Brutzman
brutzman@[Link]
[Link]
55
CGEMS, SIGGRAPH, Eurographics
The Computer Graphics Educational Materials
Source(CGEMS) site is designed for educators
• to provide a source of refereed high-quality content
• as a service to the Computer Graphics community
• freely available, directly prepared for classroom use
• [Link]
X3D for Web Authors recognized by CGEMS! ☺
• Book materials: X3D-Edit tool, examples, slidesets
• Received jury award for Best Submission 2008
CGEMS supported by SIGGRAPH, Eurographics
Creative Commons open-source license
[Link]
57
Open-source license
for X3D-Edit software and X3D example scenes
[Link]
Copyright (c) 1995-2013 held by the author(s). All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the
following conditions are met:
• Redistributions of source code must retain the above copyright notice, this list of conditions and the following
disclaimer.
• Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other materials provided with the distribution.
• Neither the names of the Naval Postgraduate School (NPS) Modeling Virtual Environments and Simulation
(MOVES) Institute nor the names of its contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
X3D Graphics for Web Authors
Chapter00-GettingStarted 1
Contents
Goals, motivation and student background
Software support
• X3D Examples
Chapter00-GettingStarted 2
Goals
This work presents Extensible 3D (X3D) Graphics,
the open, royalty-free, international standard for
3D graphics on the Web
Book and slideset goals include
• Show Web authors experienced with HTML and XML
how to build and connect X3D models
• Teach students principles of Web-capable 3D graphics
• Serve as a ready-reference book for X3D experts
Explain broad principles and specific details of X3D
for anyone learning how to build 3D models
Excerpted and adapted from Chapter 1, X3D Graphics for Web Authors
[Link]
Chapter00-GettingStarted 3
Motivation 1
Over 30 years of steady growth and innovation
have made 3D graphics an exciting field
Key professional organization is SIGGRAPH for
computer graphics and interactive techniques
• Includes technical experts and artists alike
• [Link]
Nevertheless, few people actually build 3D
models themselves
• Usually requires advanced programming skills
• Costly proprietary tools and approaches compete
Chapter00-GettingStarted 4
Motivation 2
Rather than creating another expensive technical
niche, X3D is designed for Web interoperability
• Support capabilities common to most (or all) tools
• Provide import/export publishing compatibility for
many other formats
• Align 3D with Architecture of the World Wide Web
This approach works well for simple 3D models,
scaling up to large-scale virtual environments
• Ultimate X3D success means that 3D graphics
becomes a “first-class citizen” for Web multimedia
Students (and experts) working in 3D graphics usually get “locked into” one authoring
tool or software package. This means they are often learning methods techniques
that are peculiar to the tool interface, rather than 'nondenominational' 3D graphics
knowledge that is more general, more portable, and suitable for Web export.
We hope that the book and associated materials changes this long-running situation.
The Architecture of the World Wide Web is a World Wide Web Consortium (W3C)
Recommendation, administered by the W3C Technical Architecture Group (TAG) and
online at [Link]
Chapter00-GettingStarted 5
Student background
Provide introductory course in to 3D graphics
achievable at undergraduate level
• Course successfully taught first as VRML, then X3D
The following are all helpful but not required
• XML authoring background
• Programming skills
• Modeling-tool experience
Lots of free resources are available
• Can be self-taught with dedicated effort
• Support and feedback from online community
We are working to make X3D learnable and usable by any Web author.
Chapter00-GettingStarted 6
X3D Examples
Software support
Chapter00-GettingStarted 7
Get ready, get set...
Chapter00-GettingStarted 8
… go!
X3D Examples
Numerous (thousands) of X3D examples are
available online
• [Link]
Recommended approach:
• Browse examples online
• Download and edit on local system
... go!
Chapter00-GettingStarted 9
X3D Examples Archives
X3D for Web Authors 245 models
Model archives, .zip distributions and version control inspection are available at
• [Link]
NPS students from USA and other government agencies can also use the restricted-access
SavageDefense archive.
Chapter00-GettingStarted 10
X3D Examples download panel, X3D-Edit
X3D-Edit includes this download panel. Select the top-level Examples menu, then
Download X3D Example Archives.
Chapter00-GettingStarted 11
X3D-Edit authoring tool
Software support
Acknowledgements at [Link]
Chapter00-GettingStarted 12
X3D-Edit
Available free for any use
• [Link]
• Written using Java, XML and X3D
• Windows, MacOSX, Linux, Solaris operating systems
Standalone application with automatic updates
available once installed
Also available for Netbeans as plugin module
• Open integrated development environment (IDE),
primarily (but not exclusively) for Java
• [Link]
13
The X3D-Edit 3.2 Authoring Tool for Extensible 3D (X3D) Graphics supports the
creation, checking, display and publication of X3D scenes.
It is written in open-source Java and XML using the Netbeans platform, making it
suitable both as a standalone application and as a plugin module for the Netbeans
integrated development environment (IDE).
Chapter00-GettingStarted 13
X3D-Edit features
X3D-Edit features include direct editing of X3D
scenes using the XML (.x3d) encoding,
embedded visualization of scenes using the
Xj3D viewer, XML validation against X3D DTDs
and Schemas, drag-and-drop palette for X3D
nodes, popup panels for node editing, and
extensive help resources.
New features include ClassicVRML and X3D
compressed binary encoding support, plus
encryption and digital-signature authentication
using XML Security standards.
14
Chapter00-GettingStarted 14
X3D-Edit home page
15
Chapter00-GettingStarted 15
X3D-Edit screen snapshot
16
As the name implies, X3D-Edit is primarily oriented towards editing X3D text.
Additional features include:
• Pop-up editors for each node
• Palette for dragging/dropping new nodes
• Xj3D scene visualization
• XML tree view
• Automatic code completion and element matching
• Validation and error checking
• Help system including multilingual tooltips, X3D specifications, examples help and
X3D Scene Authoring Hints
• Automatic updates
[Link]
Chapter00-GettingStarted 16
X3D-Edit download and installation
Options on X3D-Edit home page
• [Link]
17
Chapter00-GettingStarted 17
X3D-Edit built using Netbeans
X3D-Edit 3.2 is written in Java using the
Netbeans platform, and so is portable across
major desktop and laptop operating systems
(Windows MacOSX Linux Solaris)
• [Link]
18
Chapter00-GettingStarted 18
X3D-Edit updates
Icon in lower-left corner of screen indicates when
updates are available for automatic installation
19
Chapter00-GettingStarted 19
X3D-Edit Help
20
Chapter00-GettingStarted 20
Netbeans editor keyboard shortcuts
Chapter00-GettingStarted 21
back to Table of Contents
22
Chapter00-GettingStarted 22
Hello World example
Hello World programs are simple examples of a
computer language to illustrate their structure
• HelloWorld.x3d actually has a small world in it!
• Found in local-directory archive download at
[Link]/x3d/content/examples
X3D-Edit display includes color-coded text, node
palette, validation, XML tree, Xj3D rendering
• Pretty-print HTML version is another useful output
Studying and modifying HelloWorld.x3d is an
excellent way to learn a lot about X3D graphics
[Link]
[Link]
Chapter00-GettingStarted 23
HelloWorld.x3d in X3D-Edit
24
Chapter00-GettingStarted 24
Suggested exercise
Recreate the HelloWorld.x3d scene with X3D-Edit
• Create a new X3D scene, Save As using a new
filename of your choosing
• Iconize the <head> element by clicking margin '+'
• Drag and drop nodes to build the scene
• Edit by typing, and by using node editors
• Make sure you maintain valid XML as you go
• Save, view, repeat as necessary
25
Chapter00-GettingStarted 25
HelloWorld catalog page
26
Chapter00-GettingStarted 26
Pretty-print HTML version of HelloWorld.x3d
27
[Link]
Chapter00-GettingStarted 27
back to Table of Contents
Other features
28
Chapter00-GettingStarted 28
Viewing alternatives for X3D
Default built-in viewer is open-source Xj3D
• High performance, implemented using Java OpenGL
29
[Link]
[Link]
Chapter00-GettingStarted 29
Right-click to launch external viewer
Chapter00-GettingStarted 30
Download, configure viewers:
Tools, Options, Miscellaneous, X3D, Players
Chapter00-GettingStarted 31
X3D-Edit collaboration chat 1
Chat-based collaboration for text messaging or
simultaneous file sharing is now available as an
integrated capability in X3D-Edit.
32
Chapter00-GettingStarted 32
X3D-Edit collaboration chat 2
33
Chapter00-GettingStarted 33
Version control support included
34
Version control allows multiple authors to share updates and work together.
Prerequisite: you must have the Collabnet subversion client installed.
If the file being edited is under version control, the Netbeans platform detects that and
offers Subversion or CVS version control (as appropriate) without further setup.
Developers can work with X3D-Edit directly to update, diff (difference compare) and
commit any file changes. X3D-Edit 3.2 subversion master source is at
[Link]
Chapter00-GettingStarted 34
back to Table of Contents
[Link]
35
Chapter00-GettingStarted 35
X3D for Web Authors
36
Chapter00-GettingStarted 36
Book organization
Chapter00-GettingStarted 37
Book organization
Chapter 1 provides a thorough technical
background study of how X3D works.
Subsequent chapters covers specific X3D nodes,
grouped by similar functionality
• Chapters 2-6 for scene-graph fundamentals
• Chapters 7-9 for event animation and scripting
• Chapters 10-14 can be read in any order
Example scenes are provided in every chapter to
enable direct learning, by changing examples
and creating new scenes
38
Chapter00-GettingStarted 38
Chapter descriptions
1. Technical Overview. General introduction of the
fundamentals of 3D, including scene graphs,
events, node reuse, file structure and encodings,
components and profiles, and conformance.
2. Geometry Nodes, Part 1: Primitives. The
basic primitive shapes.
• Box, Sphere, Cylinder, Cone, and Text.
3. Grouping Nodes. Collecting and positioning
objects in the 3D world.
• Inline, LOD, Group and StaticGroup, Switch,
Transform, and Anchor.
39
Chapter00-GettingStarted 39
Chapter descriptions
4. Viewing and Navigation. How to view and
navigate in the 3D world
• Viewpoint and NavigationInfo.
5. Appearance, Material, and Textures.
Adding colors, shininess, and transparency
• Material and TwoSidedMaterial,
or by adding image-file textures
• PixelTexture, ImageTexture, MovieTexture,
TextureTransform, TextureCoordinate, and
TextureCoordinateGenerator.
40
Chapter00-GettingStarted 40
Chapter descriptions
6. Geometry Nodes, Part 2: Points, Lines, and
Polygons. Geometric creations that are more
advanced than the basic shapes.
• Coordinate, Color, PointSet, LineSet, Extrusion
IndexedLineSet, IndexedFaceSet, ElevationGrid.
7. Event Animation and Interpolation. Making
objects move, twist, wiggle, and shake.
• TimeSensor and interpolation nodes:
ScalarInterpolator, PositionInterpolator,
PositionInterpolator2D, ColorInterpolator,
OrientationInterpolator, CoordinateInterpolator.
41
Chapter00-GettingStarted 41
Chapter descriptions
8. User Interactivity Nodes. Allowing users to
interact with the world by connecting
• TouchSensor, PlaneSensor, CylinderSensor,
SphereSensor, KeySensor, and StringSensor nodes.
9. Event Utilities and Scripting. Event type
conversion and improved animation using the
event-utility nodes
• BooleanFilter, BooleanSequencer, BooleanToggle,
BooleanTrigger, IntegerSequencer, IntegerTrigger
• author-programmable Script node.
42
Chapter00-GettingStarted 42
Chapter descriptions
10. Geometry Nodes, Part 3: Geometry2D
Nodes. Flat geometry is helpful for building 2D
shapes that face the viewer. Planar nodes include
• Polypoint2D, Rectangle2D, TriangleSet2D, Polyline2D,
Circle2D, Arc2D, ArcClose2D, Disk2D.
11. Lighting and Environment Nodes. Achieve
lighting and scene background effects using
• DirectionalLight, PointLight, SpotLight, Background,
TextureBackground, Fog, and Sound.
43
Chapter00-GettingStarted 43
Chapter descriptions
12. Environment Sensor and Sound Nodes.
User activity in the environment can be detected
and processed by using
• LoadSensor, Collision, Billboard, ProximitySensor, and
VisibilitySensor
13. Geometry Nodes, Part 4: Triangles and
Quadrilaterals. Fundamental low-level
geometry creation using triangles:
• TriangleSet, TriangleStripSet, TriangleFanSet,
IndexedTriangleSet, IndexedTriangleStripSet, and
IndexedTriangleFanSet.
44
Chapter00-GettingStarted 44
Chapter descriptions
14. Creating Prototype Nodes. Probably the
most powerful extension feature in X3D is the
ability to define new reusable nodes, known as
prototypes. Prototype declarations are
combinations of already-existing nodes and
(optionally) other prototypes. Prototype
instances can then be used like any other X3D
node. External prototype declarations allow
authors to collect reusable prototype
definitions together in a single file that can be
accessed by other scenes.
45
Chapter00-GettingStarted 45
How to use the book
Chapter00-GettingStarted 46
How to use the book, 1
Hands-on, eyes-on approach
• Learning is best accomplished by building and
modifying scenes, using a text editor or an
authoring tool that is X3D capable
• Modify and refresh frequently, you won't break it!
• X3D-Edit is provided free for your use
[Link]
Web authors and X3D students
• Chapter 1 section 1 only, then start with Chapter 2
and proceed in order
• Review chapter 1 periodically later, when you want
47
Note that url for the X3D-Edit home page starts with https not http
Chapter00-GettingStarted 47
How to use the book, 2
Experienced 3D programmers
• Read Chapter 1 first to figure out how X3D is both
similar to (and different from) the technologies
which you already understand
• Skim chapters 2-6 scene graph fundamentals, then
study chapters 2-9 animation, use others as needed
Experienced X3D authors
• Study Chapter 1 descriptions of XML + ClassicVRML
encodings, which are functionally equivalent
• Remainder of book in any order, can use it as a
ready-reference manual
48
Chapter00-GettingStarted 48
Summary
Chapter00-GettingStarted 49
Summary
Reading this “Getting Started” slideset prepares
you to work examples in X3D for Web Authors
Topics include
• Goals, Motivation and Student background
• X3D-Edit Authoring Tool and Hello World example
• X3D for Web Authors: book organization and use
• It is important to get your system fully set up
to view and edit X3D example scenes
• Can skip Chapter 1, Technical Introduction
• Start right in working examples in Chapter 2
50
Students should have an X3D plugin installed in their Web browser by now, along with
X3D-Edit or another editor.
Chapter00-GettingStarted 50
References 1
X3D: Extensible 3D Graphics for Web Authors
by Don Brutzman and Leonard Daly, Morgan
Kaufmann Publishers, April 2007, 468 pages.
• [Link]
• [Link]
X3D Resources
• [Link]
Chapter00-GettingStarted 51
References 2
X3D-Edit Authoring Tool
• [Link]
52
Chapter00-GettingStarted 52
References 3
Netbeans
• [Link]
• [Link]
53
Chapter00-GettingStarted 53
References 4
Netbeans Tips and Tricks, Ruth Kusterer,
Prentice Hall, November 2008.
• “Your Guide to Finding Your Way Around the
NetBeans IDE”
• [Link]
Chapter00-GettingStarted 54
Contact
Don Brutzman
brutzman@[Link]
[Link]
55
Chapter05-AppearanceMaterialTextures 56
Creative Commons open-source license
[Link]
57
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the
following conditions are met:
• Redistributions of source code must retain the above copyright notice, this list of conditions and the following
disclaimer.
• Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other materials provided with the distribution.
• Neither the names of the Naval Postgraduate School (NPS) Modeling Virtual Environments and Simulation
(MOVES) Institute nor the names of its contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
License available at
[Link]
[Link]