Some bad logic was causing an 'Appearance' node not to get closed
correctly when a mesh has vertex colors.
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@@ -413,26 +413,26 @@ class VRML2Export:
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issmooth=0
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if len(maters) > 0 or mesh.hasFaceUV():
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self.writeIndented("appearance Appearance {\n", 1)
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# right now this script can only handle a single material per mesh.
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if len(maters) >= 1:
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mat=Blender.Material.Get(maters[0].name)
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matFlags = mat.getMode()
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if not matFlags & Blender.Material.Modes['TEXFACE']:
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self.writeMaterial(mat, self.cleanStr(maters[0].name,''))
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if len(maters) > 1:
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print "Warning: mesh named %s has multiple materials" % meshName
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print "Warning: only one material per object handled"
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#-- textures
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if mesh.hasFaceUV():
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for face in mesh.faces:
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if (hasImageTexture == 0) and (face.image):
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self.writeImageTexture(face.image.name, face.image.filename)
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hasImageTexture=1 # keep track of face texture
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if self.tilenode == 1:
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self.writeIndented("textureTransform TextureTransform { scale %s %s }\n" % (face.image.xrep, face.image.yrep))
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self.tilenode = 0
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self.writeIndented("appearance Appearance {\n", 1)
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# right now this script can only handle a single material per mesh.
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if len(maters) >= 1:
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mat=Blender.Material.Get(maters[0].name)
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matFlags = mat.getMode()
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if not matFlags & Blender.Material.Modes['TEXFACE']:
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self.writeMaterial(mat, self.cleanStr(maters[0].name,''))
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if len(maters) > 1:
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print "Warning: mesh named %s has multiple materials" % meshName
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print "Warning: only one material per object handled"
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#-- textures
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if mesh.hasFaceUV():
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for face in mesh.faces:
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if (hasImageTexture == 0) and (face.image):
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self.writeImageTexture(face.image.name, face.image.filename)
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hasImageTexture=1 # keep track of face texture
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if self.tilenode == 1:
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self.writeIndented("textureTransform TextureTransform { scale %s %s }\n" % (face.image.xrep, face.image.yrep))
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self.tilenode = 0
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self.writeIndented("}\n", -1)
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#-- IndexedFaceSet or IndexedLineSet
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