* Fix blender MTL export issue that causes overly shiny models
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8573 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -205,10 +205,17 @@ public class MTLLoader implements AssetLoader {
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}else if (cmd.equals("ks")){
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specular.set(readColor());
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}else if (cmd.equals("ns")){
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shininess = scan.nextFloat(); /* (128f / 1000f)*/
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if (specular.equals(ColorRGBA.Black)){
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specular.set(ColorRGBA.White);
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float shiny = scan.nextFloat();
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if (shiny >= 1){
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shininess = shiny; /* (128f / 1000f)*/
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if (specular.equals(ColorRGBA.Black)){
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specular.set(ColorRGBA.White);
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}
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}else{
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// For some reason blender likes to export Ns 0 statements
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// Ignore Ns 0 instead of setting it
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}
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}else if (cmd.equals("d") || cmd.equals("tr")){
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alpha = scan.nextFloat();
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transparent = true;
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