forked from bartvdbraak/blender
A fix for an indentation error, and better handling of faces with
images when materials are defined for the face (i.e., only use the image as a texture in this case if 'Texface' is selected for the material).
This commit is contained in:
parent
4d1f0f0e5c
commit
27c42ee062
@ -541,7 +541,7 @@ class VRML2Export:
|
|||||||
if (self.verbose == 1):
|
if (self.verbose == 1):
|
||||||
print " Using Mesh %s (Blender mesh: %s)\n" % \
|
print " Using Mesh %s (Blender mesh: %s)\n" % \
|
||||||
(meshName, me.name)
|
(meshName, me.name)
|
||||||
return
|
return
|
||||||
self.meshNames[meshName]=1
|
self.meshNames[meshName]=1
|
||||||
|
|
||||||
if (self.verbose == 1):
|
if (self.verbose == 1):
|
||||||
@ -654,8 +654,12 @@ class VRML2Export:
|
|||||||
if (matnum != -1):
|
if (matnum != -1):
|
||||||
mater = me.materials[matnum]
|
mater = me.materials[matnum]
|
||||||
self.writeMaterial(mater, self.cleanStr(mater.name,''))
|
self.writeMaterial(mater, self.cleanStr(mater.name,''))
|
||||||
if image != None:
|
if (mater.mode & Blender.Material.Modes['TEXFACE']):
|
||||||
self.writeImageTexture(image.name)
|
if image != None:
|
||||||
|
self.writeImageTexture(image.name)
|
||||||
|
else:
|
||||||
|
if image != None:
|
||||||
|
self.writeImageTexture(image.name)
|
||||||
|
|
||||||
self.writeIndented("}\n", -1)
|
self.writeIndented("}\n", -1)
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user