2018-01-10 10:33:44 +00:00
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# Dummy value.
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2017-04-26 13:05:45 +00:00
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#
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2018-01-10 10:33:44 +00:00
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# No texture, but the value to be used as 'texture semantic'
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# (#aiMaterialProperty::mSemantic) for all material properties
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# # not* related to textures.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_NONE = 0x0
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2018-01-10 10:33:44 +00:00
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# The texture is combined with the result of the diffuse
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# lighting equation.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_DIFFUSE = 0x1
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2018-01-10 10:33:44 +00:00
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# The texture is combined with the result of the specular
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# lighting equation.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_SPECULAR = 0x2
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2018-01-10 10:33:44 +00:00
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# The texture is combined with the result of the ambient
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# lighting equation.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_AMBIENT = 0x3
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2018-01-10 10:33:44 +00:00
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# The texture is added to the result of the lighting
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# calculation. It isn't influenced by incoming light.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_EMISSIVE = 0x4
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2018-01-10 10:33:44 +00:00
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# The texture is a height map.
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2017-04-26 13:05:45 +00:00
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#
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2018-01-10 10:33:44 +00:00
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# By convention, higher gray-scale values stand for
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# higher elevations from the base height.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_HEIGHT = 0x5
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2018-01-10 10:33:44 +00:00
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# The texture is a (tangent space) normal-map.
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2017-04-26 13:05:45 +00:00
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#
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2018-01-10 10:33:44 +00:00
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# Again, there are several conventions for tangent-space
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# normal maps. Assimp does (intentionally) not
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# distinguish here.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_NORMALS = 0x6
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2018-01-10 10:33:44 +00:00
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# The texture defines the glossiness of the material.
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2017-04-26 13:05:45 +00:00
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#
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2018-01-10 10:33:44 +00:00
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# The glossiness is in fact the exponent of the specular
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# (phong) lighting equation. Usually there is a conversion
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# function defined to map the linear color values in the
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# texture to a suitable exponent. Have fun.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_SHININESS = 0x7
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2018-01-10 10:33:44 +00:00
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# The texture defines per-pixel opacity.
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2017-04-26 13:05:45 +00:00
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#
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2018-01-10 10:33:44 +00:00
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# Usually 'white' means opaque and 'black' means
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# 'transparency'. Or quite the opposite. Have fun.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_OPACITY = 0x8
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2018-01-10 10:33:44 +00:00
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# Displacement texture
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2017-04-26 13:05:45 +00:00
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#
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2018-01-10 10:33:44 +00:00
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# The exact purpose and format is application-dependent.
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# Higher color values stand for higher vertex displacements.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_DISPLACEMENT = 0x9
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2018-01-10 10:33:44 +00:00
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# Lightmap texture (aka Ambient Occlusion)
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2017-04-26 13:05:45 +00:00
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#
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2018-01-10 10:33:44 +00:00
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# Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
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# covered by this material property. The texture contains a
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# scaling value for the final color value of a pixel. Its
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# intensity is not affected by incoming light.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_LIGHTMAP = 0xA
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2018-01-10 10:33:44 +00:00
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# Reflection texture
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2017-04-26 13:05:45 +00:00
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#
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2018-01-10 10:33:44 +00:00
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# Contains the color of a perfect mirror reflection.
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# Rarely used, almost never for real-time applications.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_REFLECTION = 0xB
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2018-01-10 10:33:44 +00:00
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# Unknown texture
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2017-04-26 13:05:45 +00:00
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#
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2018-01-10 10:33:44 +00:00
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# A texture reference that does not match any of the definitions
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# above is considered to be 'unknown'. It is still imported
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# but is excluded from any further postprocessing.
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2017-04-26 13:05:45 +00:00
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#
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aiTextureType_UNKNOWN = 0xC
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