Meshes now have "double sided" property and fix quad-to-tris bug.

Meshes were missing a "double sided" property. So they importing/
exporting "double sided" meshes failed.
Converting meshes from quads to triangles was failing, when a mesh was
selected, because not all of the vertices were selected in "edit" mode.
Script now selects all verts are selected when switched to edit mode.
This commit is contained in:
Jammyjamjamman 2021-04-03 00:35:42 +01:00
parent 8cdca11c4f
commit d890e865dc
1 changed files with 7 additions and 1 deletions

View File

@ -129,7 +129,7 @@ bl_info = {
"name": "G3D Mesh Import/Export",
"description": "Import/Export .g3d file (Glest 3D)",
"author": "various, see head of script",
"version": (0, 12, 0),
"version": (0, 12, 1),
"blender": (2, 90, 0),
"location": "File > Import-Export",
"warning": "always keep .blend files",
@ -792,8 +792,12 @@ def G3DSaver(filepath, context, toglest, operator):
uvlist = [] # list of texcoords
# tesselate n-polygons to triangles & quads
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.quads_convert_to_tris()
bpy.ops.object.editmode_toggle()
# We have to update the mesh reference after any mesh modification (e.g. quads_to_tris()).
mesh = obj.data
# mesh.update(calc_tessface=True)
if textures:
# uvtex = mesh.tessface_uv_textures[0]
@ -1095,6 +1099,8 @@ def register():
description="sets opacity to 1.0, ignoring what's set in materials")
bpy.types.Mesh.g3d_glow = bpy.props.BoolProperty(
name="glow", description="let objects glow like particles")
bpy.types.Mesh.show_double_sided = bpy.props.BoolProperty(
name="double_sided", description="render the object double sided")
for classes in (G3DPanel, ImportG3D, ExportG3D):
bpy.utils.register_class(classes)