The anchors used in VRML can link the user to another virtual world, or to any other type of document. VRML worlds can also reference resources elsewhere on the Web. For example, you can apply a photograph of a brick wall as a texture map on a wall in the virtual world. You can even build a gallery of paintings, each of which is an image from somewhere on the Web that is texture mapped into the picture frame. Size and Speed One problem with VRML worlds is that they're potentially quite large.
Bitmapped images used for textures can be very bandwidth-intensive.
Even in the absence of such images, the long lists of three-dimensional coordinates that are commonly found in VRML files can take a long time to transfer. Despite all these similarities to HTML, VRML really is a different beast altogether. There are no syntactic similarities, which is not surprising given that VRML and HTML are describing fundamentally different types of data. This allows VRML files to be easily identified, as well as giving their version number. Following the header line is a single VRML node'', which will almost always contain the remainder of the nodes making up the file.