[TODO] Open bugs and tasks from blender/blender-addons #8
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Reference: extensions/io_scene_x3d#8
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In the old https://projects.blender.org/blender/blender-addons repository are still some open bug reports and feature requests. Even though a lot of them count as known limitation by now, it would be great to get them resolved sometime in the future as at least some users seem to rely on those buggy or missing features.
So to sumarize i'll dump the old open reports here to the new repository for keeping them all in one place collected as low priority TODOs.
To any readers: feel free to propose a PR with a fix for any of them. For other bugs than those listed here please create a new report in this repo.
The below listed tasks got tested with
blender 4.2
with addon version2.3.4
(August 2024).WRL
confirmed:
(note: fixed by changes on vertex color loading by Hombre)
(colors partially missing and throws
KeyError
exception)see comment below for discussion details
(inverted/inside normals instead of outside (compare attached cube to default cube))
(image texture rotated counterclockwise -> rotate uv vector by 180° around Z-axis to solve; info: image and wrl need to be in the same directory; compare to view inside freeWRL)
needs triage/investigation:
(a hacky fix exists already, test and validate that before creating another solution to ensure rendering of all faces when backface culling is enabled; edit: only a viewport issue, not for rendering, thus add a import option called "solidify", if checked use a user defined value as input for solifiy modifier for all objects in file)
X3D
confirmed:
(throws
NameError: name 'uv' is not defined
)(#34: x3d exporter does not save the data of material nodes, like e.g. the base color of principled bsdf shader. Seems like in blender 2.79 h3d export was for that, but now that ain't working. However we could access the values directly over blender api...)
(#34: x3d exporter does not save data of the image texture node, this was never implemented, thus a feature; related to blender/blender-addons#69115)
(enabling H3D extensions on export throws
AttributeError: module 'gpu' has no attribute 'export_shader'
due to new blender API; diabled for now)needs triage/investigation:
(probably a feature request regarding normals export)
(Feature request: Add generic precision to x3d and obj exporter; check if still relevant and why and if it's possible)
661.wrl
: Keyerror _3 for specific DEF/USEattached file is from original report.
Python: Traceback (most recent call last): KeyError: '_3'
error message for addon version 2.4.0:
the keyerror is caused by these lines in
661.wrl
:Transform{translation -0.9708 -1.358 -0.4028 scale .425 .425 .425 children[Shape{geometry USE _0 appearance DEF _3 Appearance{material Material{diffuseColor .566 .566 .566 transparency 0}}}]}
. Apparently the importer does not like inline defs?appearance USE _3 }]}
appearance USE _3 }]}
It appears, that inline
DEF
s (used in context, when something else is in front) can only be used inline as well, not solely like in lines 694 & 850. Maybe (not yet tested) it's caused by the context used itself, as both buggy occurencies have a more complex structure than usual (USE inside of DEF), which could result in USE not getting replaced like it should.However, adding
\n
(to make it stand alone) infront of the DEF block in line 523 results in no error:Transform{translation -0.9708 -1.358 -0.4028 scale .425 .425 .425 children[Shape{geometry USE _0 \nappearance DEF _3 Appearance{material Material{diffuseColor .566 .566 .566 transparency 0}}}]}
.However that tbh can't be an actual solution, thus investigation on the code is needed on why this behviour occurs.
952.wrl
: Partially missing colorsattached file is from original report.
Here are the colors of half of the mesh missing.
Expected vs. result
I assume that here some
USE
s don't get resolved/applied correctly, thus missing colors (Appearance). Looking at the file structure it appears, that DEF/USE of reused DEFs gets discarded (as in nesting DEF/USE is not supported); if so it is linked to above issue and requires investigation and fixing.H3D Extensions (GLSL Shadercode)
The old way of converting complex node setups to glsl ain't working no more, so...
I propose to create two new options: