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authorChris Want <cwant@ualberta.ca>2006-05-11 21:29:44 +0400
committerChris Want <cwant@ualberta.ca>2006-05-11 21:29:44 +0400
commitcfbbd8a54e5a8f1446c1644dc5469ba52f3b67ba (patch)
tree44848ed65305a0b86ab67bf1ebaed126eb4a8ef7 /release
parent722adde86f9957f8ff9c8974bde9da8384d602aa (diff)
Some bad logic was causing an 'Appearance' node not to get closed
correctly when a mesh has vertex colors.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/vrml97_export.py40
1 files changed, 20 insertions, 20 deletions
diff --git a/release/scripts/vrml97_export.py b/release/scripts/vrml97_export.py
index 7dcdddb5889..fbb22a243ab 100644
--- a/release/scripts/vrml97_export.py
+++ b/release/scripts/vrml97_export.py
@@ -413,26 +413,26 @@ class VRML2Export:
issmooth=0
if len(maters) > 0 or mesh.hasFaceUV():
- self.writeIndented("appearance Appearance {\n", 1)
- # right now this script can only handle a single material per mesh.
- if len(maters) >= 1:
- mat=Blender.Material.Get(maters[0].name)
- matFlags = mat.getMode()
- if not matFlags & Blender.Material.Modes['TEXFACE']:
- self.writeMaterial(mat, self.cleanStr(maters[0].name,''))
- if len(maters) > 1:
- print "Warning: mesh named %s has multiple materials" % meshName
- print "Warning: only one material per object handled"
-
- #-- textures
- if mesh.hasFaceUV():
- for face in mesh.faces:
- if (hasImageTexture == 0) and (face.image):
- self.writeImageTexture(face.image.name, face.image.filename)
- hasImageTexture=1 # keep track of face texture
- if self.tilenode == 1:
- self.writeIndented("textureTransform TextureTransform { scale %s %s }\n" % (face.image.xrep, face.image.yrep))
- self.tilenode = 0
+ self.writeIndented("appearance Appearance {\n", 1)
+ # right now this script can only handle a single material per mesh.
+ if len(maters) >= 1:
+ mat=Blender.Material.Get(maters[0].name)
+ matFlags = mat.getMode()
+ if not matFlags & Blender.Material.Modes['TEXFACE']:
+ self.writeMaterial(mat, self.cleanStr(maters[0].name,''))
+ if len(maters) > 1:
+ print "Warning: mesh named %s has multiple materials" % meshName
+ print "Warning: only one material per object handled"
+
+ #-- textures
+ if mesh.hasFaceUV():
+ for face in mesh.faces:
+ if (hasImageTexture == 0) and (face.image):
+ self.writeImageTexture(face.image.name, face.image.filename)
+ hasImageTexture=1 # keep track of face texture
+ if self.tilenode == 1:
+ self.writeIndented("textureTransform TextureTransform { scale %s %s }\n" % (face.image.xrep, face.image.yrep))
+ self.tilenode = 0
self.writeIndented("}\n", -1)
#-- IndexedFaceSet or IndexedLineSet