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authorCampbell Barton <ideasman42@gmail.com>2007-08-20 12:40:14 +0400
committerCampbell Barton <ideasman42@gmail.com>2007-08-20 12:40:14 +0400
commit196a3e410458182105b0356d1f9c9230637b216f (patch)
tree5a2f6b35c02a4fc6df9ce0ae869c7070b9da5f9f /source/blender/blenkernel/intern
parentbb10ba94491b593598545eb103becc05621d89fa (diff)
VRML and DXF were saving all meshes that had at least one user - so all meshes in other scenes, and meshes without object users like textmesh.
used the flag LIB_DOIT to tag meshes used in the current scene and only write those.
Diffstat (limited to 'source/blender/blenkernel/intern')
-rw-r--r--source/blender/blenkernel/intern/exotic.c21
1 files changed, 18 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/exotic.c b/source/blender/blenkernel/intern/exotic.c
index fe52a3fc198..0f1f8c6078a 100644
--- a/source/blender/blenkernel/intern/exotic.c
+++ b/source/blender/blenkernel/intern/exotic.c
@@ -3025,7 +3025,7 @@ void write_vrml(char *str)
/* FIRST: write all the datablocks */
- fprintf(fp, "#VRML V1.0 ascii\n\n# Blender V2.0\n\n# 'Switch' is used as a hack, to ensure it is not part of the drawing\n\n");
+ fprintf(fp, "#VRML V1.0 ascii\n\n# Blender V%d\n\n# 'Switch' is used as a hack, to ensure it is not part of the drawing\n\n", G.version);
fprintf(fp, "Separator {\n");
fprintf(fp, "Switch {\n");
@@ -3037,9 +3037,16 @@ void write_vrml(char *str)
ma= ma->id.next;
}
+ /* only write meshes we're using in this scene */
+ flag_listbase_ids(&G.main->mesh, LIB_DOIT, 0);
+
+ for(base= G.scene->base.first; base; base= base->next)
+ if(base->object->type== OB_MESH)
+ ((ID *)base->object->data)->flag |= LIB_DOIT;
+
me= G.main->mesh.first;
while(me) {
- if(me->id.us) {
+ if(me->id.flag & LIB_DOIT) { /* is the mesh used in this scene ? */
write_mesh_vrml(fp, me);
}
me= me->id.next;
@@ -3342,10 +3349,18 @@ void write_dxf(char *str)
write_group(0, "SECTION");
write_group(2, "BLOCKS");
+
+ /* only write meshes we're using in this scene */
+ flag_listbase_ids(&G.main->mesh, LIB_DOIT, 0);
+
+ for(base= G.scene->base.first; base; base= base->next)
+ if(base->object->type== OB_MESH)
+ ((ID *)base->object->data)->flag |= LIB_DOIT;
+
/* Write all the meshes */
me= G.main->mesh.first;
while(me) {
- if(me->id.us) {
+ if(me->id.flag & LIB_DOIT) { /* is the mesh used in this scene ? */
write_mesh_dxf(fp, me);
}
me= me->id.next;