export_vrml.cpp: fix shadowed variable.

This commit is contained in:
jean-pierre charras 2016-10-20 13:20:49 +02:00
parent 45e67d25dd
commit ce83410c52
1 changed files with 27 additions and 27 deletions

View File

@ -320,9 +320,9 @@ static void create_vrml_shell( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX color
static void create_vrml_plane( IFSG_TRANSFORM& PcbOutput, VRML_COLOR_INDEX colorID,
VRML_LAYER* layer, double aHeight, bool aTopPlane );
static void write_triangle_bag( std::ofstream& output_file, VRML_COLOR& color,
VRML_LAYER* layer, bool plane, bool top,
double top_z, double bottom_z )
static void write_triangle_bag( std::ofstream& aOut_file, VRML_COLOR& aColor,
VRML_LAYER* aLayer, bool aPlane, bool aTop,
double aTop_z, double aBottom_z )
{
/* A lot of nodes are not required, but blender sometimes chokes
* without them */
@ -362,7 +362,7 @@ static void write_triangle_bag( std::ofstream& output_file, VRML_COLOR& color,
while( marker_found < 4 )
{
if( shape_boiler[lineno] )
output_file << shape_boiler[lineno];
aOut_file << shape_boiler[lineno];
else
{
marker_found++;
@ -370,44 +370,44 @@ static void write_triangle_bag( std::ofstream& output_file, VRML_COLOR& color,
switch( marker_found )
{
case 1: // Material marker
output_file << " diffuseColor " << std::setprecision(3);
output_file << color.diffuse_red << " ";
output_file << color.diffuse_grn << " ";
output_file << color.diffuse_blu << "\n";
aOut_file << " diffuseColor " << std::setprecision(3);
aOut_file << aColor.diffuse_red << " ";
aOut_file << aColor.diffuse_grn << " ";
aOut_file << aColor.diffuse_blu << "\n";
output_file << " specularColor ";
output_file << color.spec_red << " ";
output_file << color.spec_grn << " ";
output_file << color.spec_blu << "\n";
aOut_file << " specularColor ";
aOut_file << aColor.spec_red << " ";
aOut_file << aColor.spec_grn << " ";
aOut_file << aColor.spec_blu << "\n";
output_file << " emissiveColor ";
output_file << color.emit_red << " ";
output_file << color.emit_grn << " ";
output_file << color.emit_blu << "\n";
aOut_file << " emissiveColor ";
aOut_file << aColor.emit_red << " ";
aOut_file << aColor.emit_grn << " ";
aOut_file << aColor.emit_blu << "\n";
output_file << " ambientIntensity " << color.ambient << "\n";
output_file << " transparency " << color.transp << "\n";
output_file << " shininess " << color.shiny << "\n";
aOut_file << " ambientIntensity " << aColor.ambient << "\n";
aOut_file << " transparency " << aColor.transp << "\n";
aOut_file << " shininess " << aColor.shiny << "\n";
break;
case 2:
if( plane )
layer->WriteVertices( top_z, output_file, PRECISION );
if( aPlane )
aLayer->WriteVertices( aTop_z, aOut_file, PRECISION );
else
layer->Write3DVertices( top_z, bottom_z, output_file, PRECISION );
aLayer->Write3DVertices( aTop_z, aBottom_z, aOut_file, PRECISION );
output_file << "\n";
aOut_file << "\n";
break;
case 3:
if( plane )
layer->WriteIndices( top, output_file );
if( aPlane )
aLayer->WriteIndices( aTop, aOut_file );
else
layer->Write3DIndices( output_file );
aLayer->Write3DIndices( aOut_file );
output_file << "\n";
aOut_file << "\n";
break;
default: