S3DScene.cpp   S3DScene.cpp 
skipping to change at line 81 skipping to change at line 81
//alpha value set, between 0 and 1 //alpha value set, between 0 and 1
traits.hasTransparency = true; traits.hasTransparency = true;
} }
else else
{ {
//alpha = 1, check if texture has alpha channel, otherwise i t makes no sense enabling transparency //alpha = 1, check if texture has alpha channel, otherwise i t makes no sense enabling transparency
traits.hasTransparency = alphaChannel; traits.hasTransparency = alphaChannel;
} }
//find out if Kd is valid //find out if Kd is valid
//this is probably the minimum we should expect //this is probably the minimum we should expect, but there are expor ters not writing Kd when map_Kd is given. Log a warning if there is also no texture.
if(Kd[0]< .0f) if(Kd[0]< .0f)
{ {
qCWarning(s3dscene)<<"Material"<<name<<"has no Kd defined"; if (!traits.hasDiffuseTexture)
qCWarning(s3dscene)<<"Material"<<name<<"has no Kd de
fined";
Kd = QVector3D(0.8f,0.8f,0.8f); Kd = QVector3D(0.8f,0.8f,0.8f);
} }
//support for "legacy" illumination using the illum statement //support for "legacy" illumination using the illum statement
//Illum definitions are used by a lot of exporters, but their use is rather inconsistent //Illum definitions are used by a lot of exporters, but their use is rather inconsistent
//Here we try to make something useful out of it //Here we try to make something useful out of it
if(illum>I_NONE) if(illum>I_NONE)
{ {
if(Ka[0]< .0f) //set to old default value if(Ka[0]< .0f) //set to old default value
Ka = QVector3D(0.2f,0.2f,0.2f); Ka = QVector3D(0.2f,0.2f,0.2f);
 End of changes. 2 change blocks. 
2 lines changed or deleted 4 lines changed or added

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