Web3D VRML/X3D: Solid FALSE not recognized #102195

Open
opened 2022-10-31 21:55:34 +01:00 by Seth Gold · 6 comments

System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59

Blender Version
Broken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: blender/blender@b292cfe5a9

Addon Information
Name: Web3D X3D/VRML2 format (2, 3, 0)
Author: Campbell Barton, Bart, Bastien Montagne, Seva Alekseyev

Short description of error

Import does not acknowledge solid FALSE.

This bug is acknowledged in the code, but I didn't see a ticket for it.

Exact steps for others to reproduce the error

Import a shape with solid FALSE
Activate backface culling
Observe that the shape is not double-sided

**System Information** Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59 **Blender Version** Broken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: `blender/blender@b292cfe5a9` **Addon Information** Name: Web3D X3D/VRML2 format (2, 3, 0) Author: Campbell Barton, Bart, Bastien Montagne, Seva Alekseyev **Short description of error** Import does not acknowledge solid FALSE. This bug is acknowledged in the code, but I didn't see a ticket for it. **Exact steps for others to reproduce the error** Import a shape with solid FALSE Activate backface culling Observe that the shape is not double-sided
Author

Added subscriber: @Seth-Gold

Added subscriber: @Seth-Gold
Author

Sample shape: solid.wrl

Sample shape: [solid.wrl](https://archive.blender.org/developer/F13826792/solid.wrl)
Author

I have some code to implement this at https://github.com/Sgeo/blender-web3d-fixes. Had some trouble extracting just the relevant commits into a patch though.

But what I'm doing there is duplicating the mesh, flipping normals then joining. I don't know if that's appropriate. The exporter for solid=FALSE into X3D just checks material use_backface_culling.

I have some code to implement this at https://github.com/Sgeo/blender-web3d-fixes. Had some trouble extracting just the relevant commits into a patch though. But what I'm doing there is duplicating the mesh, flipping normals then joining. I don't know if that's appropriate. The exporter for solid=FALSE into X3D just checks material use_backface_culling.
Member

Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
Member

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Member

It seems the code declares this as a limitation indeed. I would discuss this with the developers first before submitting a patch if it is not straight forward.

It seems the code declares this as a limitation indeed. I would discuss this with the developers first before submitting a patch if it is not straight forward.
Sign in to join this conversation.
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender-addons#102195
No description provided.