This is the first of a multi-part post that examines the issues preventing easy integration of X3D into DOM. This post lists the specific issues and provides some background. It links to other posts that discuss the issue in more detail and in some cases provide possible solutions.
Leonard Daly's blog
The initial version of Basx3DTM 3D the HTML Way has been released. This version is pre-alpha and is released to assist in the development of the next release of X3D V4. Basx3DTM is a 3D scene builder using declarative 3D nodes.
Documentation and examples for ThreeJS.org are complete. There are a lot of contributors who are always adding material. In the world of simple-VR, there is the StereoEffects for rendering. This is an effects that renders the scene into left/right eye split-screen.
This set of examples will use the first scene. It is real simple (in terms of elements), but it is sufficient to illustrate the projection issues. For the purposes of this discussion assume that the display screen is sufficiently large to show everything that is desired to be displayed. Also assume that the rendering software does not enlarge the displayed scene to fit the screen.
For the last nine months I have been working on a declarative language for VR/AR/MR to display 3D content in a browser. I have called the language XSeen.
In the marketplace of file formats for 3D content, X3D has a tremendous advantage over all other formats by nature of its ISO Standardization, openness, and compatibility over 20 years. There are other formats that meet one or more of these features, including OBJ and FBX; however, X3D has not been a dominant or even significant player in the marketplace.
Recently there has been discussion about the suitability of various 3D formats as an archive format, especially for models. There are formats that have been around a long time (OBJ, FBX, X3D), those that are optimized for delivery (glTF), those that are widely used in existing tool chains (OBJ and FBX), plus a number of other criteria and formats including tool-specific (Blender, Maya, etc.). The most widely used format is FBX and any format that seeks to supplant it needs to offer at least as much capability as that one.