+ use TRUE and FALSE for Vrml output (reverts part of commit 7d0e892d3
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@ -2422,9 +2422,9 @@ bool MeshOutput::SaveVRML (std::ostream &rstrOut) const
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rstrOut << " ]\n }\n";
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if (_material->binding == MeshIO::PER_VERTEX)
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rstrOut << " colorPerVertex true\n";
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rstrOut << " colorPerVertex TRUE\n";
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else
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rstrOut << " colorPerVertex false\n";
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rstrOut << " colorPerVertex FALSE\n";
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}
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// write face index
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