This order may seem odd because node D is in a different subtree than node G, but it is important to realize that nodes processed earlier affect nodes processed later no matter what subtree of the scene graph they are in . If node D defines a rotation, that rotation will be applied to all subsequent nodes, including both node E and G. Traversing a node graph VRML does provide a way to isolate portions of a tree or subtree from the rest of the scene graph with Separators . I'll talk more about Separators later on. The node type must be one of a set of predefined types. The VRML 1.0 standard defines such types as Sphere, Cube, Rotation, PointLight, and WWWAnchor, among others.
Fields override the default values of the properties of a node.
Each node type defines a set of fields that can be specified explicitly. Fields have names and take values of specific types. Some node types can have children. For example, the Separator node can include within its definition the definition of child nodes. Grouping nodes, like Separator, provide a convenient way to associate related nodes.