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