I performed an Export to X3D on the attached X3D file. The file contains 2 dice objects. The blend file has no texture specified for these objects but the resulting Exported X3D file contains texCoordIndex and TextureCoordinate fields for these objects filled in. Also the color field is set to all white colors which causes the dice to appear white in the X3D player, when they should be colored red.
<Color color="1.000 1.000 1.000, 1.000 1.000 1.000,
This color field is probably unnecessary since the values are all the same and it should be set to null so that the X3D player will use the material specified in the appearance node instead. According to the X3D specifications for IndexedFaceSet object,
"If the color field is NULL, the geometry shall be rendered normally using the Material and texture defined in the Appearance node"
You can find the X3D specifications here:
http://www.web3d.org/x3d/specifications/ISO-IEC-19775-1.2-X3D-AbstractSpecification/index.htmlI think the Export to X3D should be generating the following for the Dice objects, without the texCoordIndex, TextureCoordinate and Color fields for the attached blend file.
<Transform DEF="Die_001" translation="3.026864 -0.000000 -0.026406" scale="1.000000 1.000000 1.000000" rotation="0.000001 -1.000000 0.000000 0.610865">
<Shape>
<Appearance>
<Material DEF="MA_Red" diffuseColor="0.996 0.0 0.0" specularColor="0.601 0.601 0.601" emissiveColor="0.0 0.0 0.0"
ambientIntensity="0.333" shininess="0.498" transparency="0.0" />
</Appearance>
<IndexedFaceSet solid="true" creaseAngle="0.524"
colorPerVertex="false" coordIndex="0 1 2 -1, 3 4 5 -1, 6 7 8 -1, 9 10 11 -1, 12 13 14 -1,
<Coordinate DEF="coord_Die_001"
point="0.900000 0.900000 -1.000000, 0.900000 1.000000 -0.900000, 1.000000 0.900000 -0.900000, 0.900000
</IndexedFaceSet>
</Shape>
</Transform>
I am using the latest Blender version 2.55.1 r33893