*/
+#include <sstream>
+
#include "COLLADASWPrimitves.h"
#include "COLLADASWSource.h"
#include "COLLADASWVertices.h"
// sets material name
if (ma) {
- polylist.setMaterial(translate_id(id_name(ma)));
+ std::ostringstream ostr;
+ ostr << translate_id(id_name(ma)) << material_index+1;
+ polylist.setMaterial(ostr.str());
}
COLLADASW::InputList &til = polylist.getInputList();
#include <string>
+#include <sstream>
#include "COLLADASWInstanceMaterial.h"
if (ma) {
std::string matid(get_material_id(ma));
matid = translate_id(matid);
- COLLADASW::InstanceMaterial im(matid, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
+ std::ostringstream ostr;
+ ostr << translate_id(id_name(ma)) << a+1;
+ COLLADASW::InstanceMaterial im(ostr.str(), COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
// create <bind_vertex_input> for each uv layer
Mesh *me = (Mesh*)ob->data;