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On Windows: you can uninstall through the Windows Control Panel.
On Mac: you can uninstall by dragging the O3D plug-in from the /Library/Internet Plug-ins/ folder to the trash.
On Linux: you can uninstall by deleting the O3D plug-in from your internet plug-ins directory.
You do not need to provide any personally identifying information in order to download and use O3D. When you download O3D or use it to contact Google's servers, Google receives only standard log information, including your machine's IP address.
Your copy of O3D includes one or more unique application numbers. These numbers and information about your installation of O3D (e.g., version number, operating system) will be sent to Google when you first install and use O3D and when O3D automatically checks for updates. If you choose to send usage statistics and crash reports to Google, O3D will send us this information along with a unique application number as well. Crash reports can contain information from files, applications, and services that were running at the time of a malfunction. We use crash reports to diagnose and try to fix any problems with O3D. If you chose to send usage statistics and crash reports to Google when you initially installed O3D and you no longer wish to send that information to Google, you must uninstall O3D and reinstall without electing to send usage statistics and crash reports to Google.
Windows and Mac: depending on whether you have run 3D applications before on your system, between 1.4MB and 1.7MB (on Windows) and about 5MB on the Mac.
Linux: you must download and compile from source.
o3djs/dump.js as an example of using it.O3D is fundamentally a shader-based system, and at heart it has no predefined lighting. That said, our sample converter and sample loader path creates shaders that use just one light. If you want more lights, you'll need to create your own shaders or you'll need to modify the code in o3djs/effect.js to create shaders that use more lights.
Also, lighting information is not currently passed in to our samples, but you have all the source code so you can change the O3D Converter to add lighting information and change the serialization code (o3djs/serialization.js) to do something with the lighting information that you add.
State class). States are set on Material objects on Primitives or the StateSet object in the render graph. If you are using our utility libraries to create your render graph, then the simple way to turn off all culling would be as follows:
g_viewInfo = o3djs.renderGraph.createBasicView(...);
g_viewInfo.performanceState.getStateParam('CullMode').value = g_o3d.State.CULL_NONE;
g_viewInfo.zOrderedState.getStateParam('CullMode').value = g_o3d.State.CULL_NONE;