static const char *GetXMTFieldTypeName(u32 fieldType)
{
	switch (fieldType) {
	case GF_SG_VRML_SFBOOL:
		return "Boolean";
	case GF_SG_VRML_SFINT32:
		return "Integer";
	case GF_SG_VRML_SFCOLOR:
		return "Color";
	case GF_SG_VRML_SFVEC2F:
		return "Vector2";
	case GF_SG_VRML_SFIMAGE:
		return "Image";
	case GF_SG_VRML_SFTIME:
		return "Time";
	case GF_SG_VRML_SFFLOAT:
		return "Float";
	case GF_SG_VRML_SFVEC3F:
		return "Vector3";
	case GF_SG_VRML_SFROTATION:
		return "Rotation";
	case GF_SG_VRML_SFSTRING:
		return "String";
	case GF_SG_VRML_SFNODE:
		return "Node";
	case GF_SG_VRML_MFBOOL:
		return "Booleans";
	case GF_SG_VRML_MFINT32:
		return "Integers";
	case GF_SG_VRML_MFCOLOR:
		return "Colors";
	case GF_SG_VRML_MFVEC2F:
		return "Vector2Array";
	case GF_SG_VRML_MFIMAGE:
		return "Images";
	case GF_SG_VRML_MFTIME:
		return "Times";
	case GF_SG_VRML_MFFLOAT:
		return "Floats";
	case GF_SG_VRML_MFVEC3F:
		return "Vector3Array";
	case GF_SG_VRML_MFROTATION:
		return "Rotations";
	case GF_SG_VRML_MFSTRING:
		return "Strings";
	case GF_SG_VRML_MFNODE:
		return "Nodes";
	default:
		return "unknown";
	}
}
static const char *GetXMTFieldTypeName(u32 fieldType)
{
	switch (fieldType) {
	case GF_SG_VRML_SFBOOL:
		return "Boolean";
	case GF_SG_VRML_SFINT32:
		return "Integer";
	case GF_SG_VRML_SFCOLOR:
		return "Color";
	case GF_SG_VRML_SFVEC2F:
		return "Vector2";
	case GF_SG_VRML_SFIMAGE:
		return "Image";
	case GF_SG_VRML_SFTIME:
		return "Time";
	case GF_SG_VRML_SFFLOAT:
		return "Float";
	case GF_SG_VRML_SFVEC3F:
		return "Vector3";
	case GF_SG_VRML_SFROTATION:
		return "Rotation";
	case GF_SG_VRML_SFSTRING:
		return "String";
	case GF_SG_VRML_SFNODE:
		return "Node";
	case GF_SG_VRML_MFBOOL:
		return "Booleans";
	case GF_SG_VRML_MFINT32:
		return "Integers";
	case GF_SG_VRML_MFCOLOR:
		return "Colors";
	case GF_SG_VRML_MFVEC2F:
		return "Vector2Array";
	case GF_SG_VRML_MFIMAGE:
		return "Images";
	case GF_SG_VRML_MFTIME:
		return "Times";
	case GF_SG_VRML_MFFLOAT:
		return "Floats";
	case GF_SG_VRML_MFVEC3F:
		return "Vector3Array";
	case GF_SG_VRML_MFROTATION:
		return "Rotations";
	case GF_SG_VRML_MFSTRING:
		return "Strings";
	case GF_SG_VRML_MFNODE:
		return "Nodes";
	default:
		return "unknown";
	}
}