const Handle(VrmlData_Material) aMaterial =
new VrmlData_Material (myScene, 0L, 1.0, 0.022, 0.);
aMaterial->SetDiffuseColor (Quantity_Color(0.780392, 0.568627, 0.113725,
- Quantity_TOC_RGB));
+ Quantity_TOC_sRGB));
aMaterial->SetEmissiveColor(Quantity_Color(0.329412, 0.223529, 0.027451,
- Quantity_TOC_RGB));
+ Quantity_TOC_sRGB));
aMaterial->SetSpecularColor(Quantity_Color(0.992157, 0.941176, 0.807843,
- Quantity_TOC_RGB));
+ Quantity_TOC_sRGB));
myScene.AddNode (aMaterial, Standard_False);
anAppearance = new VrmlData_Appearance (myScene, aNodeName);
anAppearance->SetMaterial (aMaterial);
}
else
{
- aNodeName.AssignCat(aColor.GetRGB().Red());
+ NCollection_Vec3<Standard_Real> aColor_sRGB;
+ aColor.GetRGB().Values (aColor_sRGB.r(), aColor_sRGB.g(), aColor_sRGB.b(), Quantity_TOC_sRGB);
+ aNodeName.AssignCat(aColor_sRGB.r());
aNodeName.AssignCat("_");
- aNodeName.AssignCat(aColor.GetRGB().Green());
+ aNodeName.AssignCat(aColor_sRGB.g());
aNodeName.AssignCat("_");
- aNodeName.AssignCat(aColor.GetRGB().Blue());
+ aNodeName.AssignCat(aColor_sRGB.b());
}
Handle(VrmlData_Appearance) anAppearance =