The following links take you to view standalone examples from The VRML 2.0 Handbook by Jed Hartman and Josie Wernecke.
Note about the different browsers: The examples given below are VRML 2.0 compliant. The examples work in Cosmo Player (checked again in February 2000). Not all the features below will work perfectly in all browsers, unfortunately. But give it a try with your favorite one.
I have made a page of stills of each of these examples as they should appear in your browser. Feel free to use these to check whether your browser is displaying the right thing.
As these samples are all small, they have not been gzipped, thus avoiding
some of the current problems in some of the browsers.
Example 4-1. The
complete small temple
This example is referenced on page 59 of the book.
Example 4-2. Rotating an object
Example 4-3. Combining transformations
Example 4-4a. Rotation followed by translation, part 1
Example 4-4b. Rotation followed by translation, part 2
Example 4-5a. Translation followed by rotation, part 1
Example 4-5b. Translation followed by rotation, part 2
Example 4-6. Using a Box node
Example 4-7. Placing a box in two different places
Example 4-8. Using a Cylinder node
Example 4-9. Using a Coordinate node
Example 4-10. Using an IndexedFaceSet node
Example 4-11. Using an IndexedLineSet node
Example 4-12. Using a Text node
Example 4-13. Specifying fonts
Example 4-14. Using diffuse color in a Material node
Example 4-15. Ambient intensity
Example 4-17. Prototyping a column
Example 4-18. Prototyping with an exposed field
Example 4-19. External prototype syntax
Chapter 4 - Ceiling example
Chapter 4 - Scaling a box
example
Chapter 5 - Elevation grid example
Chapter 5 - Point light
example
Example 6-1. Using a TouchSensor node
Example 6-2. Using a
PlaneSensor node
Example 6-3. Using a ProximitySensor node
Example 6-4. Using an
interpolator
Try this version if you are
running on a PC. I made the spark into a small sphere so that it is
more visible. I also added texture coordinates explicitly so that the
mapping is performed correctly.
Chapter 6 - Lights example
Please note that in these following Chapter 7 scripting examples, we have substituted "vrmlscript" for "javascript". This was a change that was necessary after the book publication.
Example 7-1. Locate-highlighting with a Script node
Example 7-2. Animating the
choices under a Switch node
After you click on the image to activate it, try it again. It works
better the second time around!
Example 7-3. Keeping
track of state with a script
Try this version if you
are running on a PC. I made the spark into a small sphere so that it is
more
visible. I also added texture coordinates explicitly so that the
mapping is performed correctly.
Example 7-4. Animating a
viewpoint
This example has changed a bit from what appears in the book. Please
note that some important changes are necessary to make Example 7-4 work
correctly. A prototype reads its first node and adds it to the scene.
Other nodes contained in the prototype can be referenced by routes or
scripts, but they are not added to the scene. The corrected example
groups all the required nodes (the Viewpoint, the TouchSensor, the
Signpost, and the ProximitySensor) under the same Transform node in the
TourStop prototype so that they will all be added to the scene.
In the original example, viewpointLocation and viewpointOrientation are
fields. They need to be exposedFields. We also changed some of the
viewpoints in the original example because they seemed to be pointing
off into nothingness. This new version makes more visual sense.
(We apologize for these errors. This feature was not implemented at the
time of publication and could not be tested. Please use this correction
version of Example 7-4.)
Example 8-1. Specifying colors per face
Example 8-2. Specifying indexed colors per face
Example 8-3. Specifying colors per vertex
Example 8-4. Specifying indexed colors per vertex
Example 8-5. Specifying normals per face
Example 8-6. Specifying normals per vertex
Example 8-7. Specifying indexed vertex normals
Example 8-8. Combining color per vertex with a one-component texture
Example 8-9. Using
default texture mapping
Note that now the default texture mapping differs in the SGI and PC
versions--the PC version maps to the front face of the object, whereas
the SGI version maps to the top of the object. This will eventually
work the same way. The safest way to insure that mapping works the same
across all browsers (at this point in time) is to specify texture
coordinates explicitly.
Example 8-10. Specifying texture coordinates
Example 8-11. Scaling a texture
Example 8-12. Repeating and
clamping textures
Note that clamping does not yet work on the CosmoPlayer PC browser yet.
Example 8-13. Specifying a pixel texture
Example 8-15. Specifying ground colors
Example 8-16. Specifying sky
colors
For detailed illustrations of all VRML nodes, be sure to consult the
VRML source for the Tenochtitlan world.