A serious problem with Collada is the profile_COMMON.
Now if this profile was only for visualization in modeling software, it would not be such a problem. Just a fallback mode. However in the real world, there is no software that implements the Cg or OpenGL based profiles. Autodesk’s fleet might, but I don’t exactly get the impression that it does so. This itself is a larger problem that I’ll cover in another discussion thread.
Now! in profile_COMMON. The 1.5 spec doesn’t mention how it should interpret Vertex-Colors. It would be impossible for an implementer to make this call with any degree of confidence.
Furthermore, fx_common_color_or_texture_type forces basic importers/exporters to prioritize material properties over textures. It’s an impossible situation. ALL modeling software has both a color, and a texture, for these states. The relationship is simple. The texel is scaled by the color.
Normally it is colorvertex-colortexel-color=color (diffuse/ambient/and so on)
[code=Specification – FX Reference 8-53 April 2008]
Note: Exactly one of the child elements COLOR, PARAM, or TEXTURE must appear. They are mutually exclusive.
Why on earth? Is it only so PARAM can not be described by the XML scheme to not be unbounded? Why not 0-or-1 COLOR and 0-or-1 TEXTURE and also something for vertex-color where applicable? Blender's plugin does not consider profile_CG, or profile_OpenGL, etc. So it's an untenable situation. Blender's import/export plugins, which are its default cannot even accommodate this. Direct3D also had Material properties, including colors, alongside textures. And this is common practice. @Admins, the forum software would stop at nothing to keep me from posting this. Maybe the company names looked like spam? Anyway, posting the first paragraph, and then editing the rest in defeated this confounding [i]feature[/i] for better or worse.