rendererName parameter:
- rendererName="OpenGL Renderer"
- rendererName="DirectX Renderer"
- rendererName="R98 Renderer"
<embed rendererName="R98 Renderer" src="my.wrl" width="512" height="512">
mask parameter.
the parameter value is a comma-separated list of 2-d pixel locations to be connected in order.
a connection is automatically made from the last point back to the first.
the origin is in the upper left, so the following specifies a downward-pointing triangular window
(optional spaces put in for clarity):<embed mask="0,0, 512,0, 256,512" src="my.wrl" width="512" height="512">
contextMenu parameter.<embed contextMenu="false" src="my.wrl" width="512" height="512">
vrml_dashboard parameter.<embed vrml_dashboard="false" src="my.wrl" width="512" height="512">
it works by adjusting surface normals at a per-pixel level, to give the appeareance of additional surface geometry without the rendering overhead of the gazillion actual vertices you'd need to create the same detail with polygons. note that this adjustment of normals does not change the underlying geometry, only the result of lighting calculations.
so, bump map is really a normal map; the x, y and z components of a normal are being encoded at every pixel in the red, green and blue channels, and thus bump mapping usually implies two textures, one is the normal information, one is the color information.