diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2019-05-20 09:28:29 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2019-05-20 09:28:29 +0300 |
commit | d1fe2d0dce43fd1e16d2683dc4541b2e4e78065e (patch) | |
tree | 7727ccad52696f9c4809a1bc5210451b074741a0 /io_scene_x3d | |
parent | 58e5857aa78bb1d090c2f2de9ec5b6f39ac084ca (diff) |
Fix T64853: FBX fail to export after recent changes
Diffstat (limited to 'io_scene_x3d')
-rw-r--r-- | io_scene_x3d/import_x3d.py | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/io_scene_x3d/import_x3d.py b/io_scene_x3d/import_x3d.py index a843a750..e2f79ad0 100644 --- a/io_scene_x3d/import_x3d.py +++ b/io_scene_x3d/import_x3d.py @@ -2775,7 +2775,7 @@ def appearance_LoadImageTexture(imageTexture, ancestry, node): # as transparent. Need alpha channel. if bpyima.depth not in {32, 128}: - bpyima.alpha_mode = 'IGNORE' + bpyima.alpha_mode = 'NONE' return bpyima @@ -2823,7 +2823,7 @@ def appearance_LoadTexture(tex_node, ancestry, node): def appearance_ExpandCachedMaterial(bpymat): if 0 and bpymat.texture_slots[0] is not None: bpyima = bpymat.texture_slots[0].texture.image - tex_has_alpha = bpyima.alpha_mode not in {'IGNORE', 'CHANNEL_PACKED'} + tex_has_alpha = bpyima.alpha_mode not in {'NONE', 'CHANNEL_PACKED'} return (bpymat, bpyima, tex_has_alpha) return (bpymat, None, False) @@ -2862,7 +2862,7 @@ def appearance_Create(vrmlname, material, tex_node, ancestry, node, is_vcol): bpymat.use_vertex_color_paint = True if 0 and bpyima: - tex_has_alpha = bpyima.alpha_mode not in {'IGNORE', 'CHANNEL_PACKED'} + tex_has_alpha = bpyima.alpha_mode not in {'NONE', 'CHANNEL_PACKED'} texture = bpy.data.textures.new(bpyima.name, 'IMAGE') texture.image = bpyima @@ -2973,7 +2973,7 @@ def appearance_LoadPixelTexture(pixelTexture, ancestry): bpyima = bpy.data.images.new("PixelTexture", w, h, has_alpha, True) if not has_alpha: - bpyima.alpha_mode = 'IGNORE' + bpyima.alpha_mode = 'NONE' # Conditional above the loop, for performance if plane_count == 3: # RGB |