Small fix to lights export.
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@@ -913,7 +913,7 @@ public:
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// write node for child object
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Base *b = (Base*) sce->base.first;
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while(b) {
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// cob - child object
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Object *cob = b->object;
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if ((cob->type == OB_MESH || cob->type == OB_CAMERA || cob->type == OB_LAMP || cob->type == OB_EMPTY) && cob->parent == ob) {
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@@ -1252,7 +1252,6 @@ public:
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}
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};
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#if 0
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class LightsExporter: COLLADASW::LibraryLights
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{
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public:
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@@ -1273,26 +1272,26 @@ public:
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// sun
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if (la->type == LA_SUN) {
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COLLADASW::DirectionalLight cla(mSW, la_name, la->energy);
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COLLADASW::DirectionalLight cla(mSW, la_name, "", la->energy);
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cla.setColor(col);
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addLight(cla);
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}
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// hemi
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else if (la->type == LA_HEMI) {
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COLLADASW::AmbientLight cla(mSW, la_name, la->energy);
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COLLADASW::AmbientLight cla(mSW, la_name, "", la->energy);
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cla.setColor(col);
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addLight(cla);
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}
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// spot
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// XXX add other params later
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else if (la->type == LA_SPOT) {
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COLLADASW::SpotLight cla(mSW, la_name, la->energy);
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COLLADASW::SpotLight cla(mSW, la_name, "", la->energy);
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cla.setColor(col);
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addLight(cla);
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}
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// lamp
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else if (la->type != LA_AREA) {
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COLLADASW::PointLight cla(mSW, la_name, la->energy);
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COLLADASW::PointLight cla(mSW, la_name, "", la->energy);
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cla.setColor(col);
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addLight(cla);
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}
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@@ -1302,7 +1301,6 @@ public:
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}
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}
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};
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#endif
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// TODO: it would be better to instantiate animations rather than create a new one per object
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// COLLADA allows this through multiple <channel>s in <animation>.
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@@ -1547,11 +1545,9 @@ void DocumentExporter::exportCurrentScene(Scene *sce, const char* filename)
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CamerasExporter ce(&sw);
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ce.exportCameras(sce);
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#if 0
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// <library_lights>
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LightsExporter le(&sw);
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le.exportLights(sce);
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#endif
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// <library_images>
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ImagesExporter ie(&sw);
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