INNER CODE UNIT · Python
z
bernhardstrobl/Pico3D · Blender/pico3d_blender_exporter.py:243
z = (-mesh.vertices[tri.vertices[2]].co.y - model_offset_z) * scaling_factor
#Convert vertex points to fixed point
x = int(x * fixed_point_factor)
y = int(y * fixed_point_factor)
z = int(z * fixed_point_factor)
vertices += "{ " + str(x) + ", " + str(y) + ", " + str(z) + "}, "
texture = False
glow = False #if a triangle ignores dynamic lighting
if len(mesh.materials) > 0:
for n in mesh.materials[tri.material_index].node_tree.nodes: