[Bf-extensions-cvs] [91733dff] master: X3D exporter: export "backface culling" as X3D solid field

Michalis Kamburelis noreply at git.blender.org
Fri Mar 27 00:42:52 CET 2020


Commit: 91733dfff1bec689745209cc33fe458b65d9f19a
Author: Michalis Kamburelis
Date:   Fri Mar 27 00:39:01 2020 +0100
Branches: master
https://developer.blender.org/rBA91733dfff1bec689745209cc33fe458b65d9f19a

X3D exporter: export "backface culling" as X3D solid field

See X3D specification:
https://www.web3d.org/documents/specifications/19775-1/V3.3/Part01/components/rendering.html#CommonGeometryFields

Differential Revision: https://developer.blender.org/D7186

===================================================================

M	io_scene_x3d/export_x3d.py

===================================================================

diff --git a/io_scene_x3d/export_x3d.py b/io_scene_x3d/export_x3d.py
index 52b43931..a9d694d6 100644
--- a/io_scene_x3d/export_x3d.py
+++ b/io_scene_x3d/export_x3d.py
@@ -699,7 +699,7 @@ def export(file,
                         fw('%s<IndexedTriangleSet ' % ident)))
 
                         # --- Write IndexedTriangleSet Attributes (same as IndexedFaceSet)
-                        fw('solid="false"\n')  # not available anymore: bool_as_str(material and material.game_settings.use_backface_culling))
+                        fw('solid="%s"\n' % bool_as_str(material and material.use_backface_culling))
 
                         if use_normals or is_force_normals:
                             fw(ident_step + 'normalPerVertex="true"\n')
@@ -834,7 +834,7 @@ def export(file,
                         fw('%s<IndexedFaceSet ' % ident)))
 
                         # --- Write IndexedFaceSet Attributes (same as IndexedTriangleSet)
-                        fw('solid="false"\n')  # not available anymore: bool_as_str(material and material.game_settings.use_backface_culling)
+                        fw('solid="%s"\n' % bool_as_str(material and material.use_backface_culling))
                         if is_smooth:
                             # use Auto-Smooth angle, if enabled. Otherwise make
                             # the mesh perfectly smooth by creaseAngle > pi.



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