A couple of small documentation fixes (spelling, missing characters, …).
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@456 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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746fb7549c
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4
INSTALL
4
INSTALL
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@ -4,7 +4,7 @@ Open Asset Import Library (Assimp) Install
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------------------------------------------------
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Please see the doxygen documentation to learn how to build & use Assimp.
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A CHM file is included in the SVN repos: ./doc/lib_htmp/AssimpDoc.chm.
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A CHM file is included in the SVN repos: ./doc/AssimpDoc_Html/AssimpDoc.chm.
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At least Windows should be able to read it.
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To build the doxygen doc on your own follow these steps:
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@ -14,7 +14,7 @@ b) ensure doxygen is in the executable search path
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c) navigate to ./doc
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d) and run 'doxygen'
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Open the generated HTML (lib_htmp/index.html) in the browser of your choice.
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Open the generated HTML (AssimpDoc_Html/index.html) in the browser of your choice.
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Windows only: To generate the CHM doc install the 'Microsoft HTML Workshop'
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and configure the path to it in the DOXYFILE. Run doxygen again.
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@ -11,7 +11,7 @@
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namespace Assimp {
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//! \brief ASSIMP specific assertion test, just works in debug mode
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//! \brief ASSIMP specific assertion test, only works in debug mode
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//! \param uiLine Line in file
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//! \param file Source file
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void aiAssert (bool expression, const std::string &message, unsigned int uiLine, const std::string &file);
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@ -151,7 +151,7 @@ struct aiCamera
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/** Distance of the far clipping plane from the camera.
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*
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* The far clipping plane must, of course, be farer away than the
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* The far clipping plane must, of course, be further away than the
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* near clipping plane. The default value is 1000.f. The ratio
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* between the near and the far plane should not be too
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* large (between 1000-10000 should be ok) to avoid floating-point
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@ -176,11 +176,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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"PP_OG_EXCLUDE_LIST"
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// ---------------------------------------------------------------------------
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/** @brief Set the maximum number of vertices in a mesh.
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/** @brief Set the maximum number of triangles in a mesh.
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*
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* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
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* whether a mesh must be split or not.
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* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
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* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
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* Property type: integer.
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*/
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#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
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@ -192,11 +192,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#endif
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// ---------------------------------------------------------------------------
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/** @brief Set the maximum number of triangles in a mesh.
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/** @brief Set the maximum number of vertices in a mesh.
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*
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* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
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* whether a mesh must be split or not.
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* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
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* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
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* Property type: integer.
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*/
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#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
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@ -274,7 +274,7 @@ enum aiComponent
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aiComponent_BONEWEIGHTS = 0x20,
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/** Removes all node animations (aiScene::mAnimations).
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* The scenegraph nodes corresponding to the bones are NOT removed.
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* The corresponding scenegraph nodes are NOT removed.
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* use the #aiProcess_OptimizeGraph step to do this
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*/
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aiComponent_ANIMATIONS = 0x40,
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@ -284,13 +284,13 @@ enum aiComponent
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aiComponent_TEXTURES = 0x80,
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/** Removes all light sources (aiScene::mLights).
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* The scenegraph nodes corresponding to the bones are NOT removed.
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* The corresponding scenegraph nodes are NOT removed.
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* use the #aiProcess_OptimizeGraph step to do this
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*/
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aiComponent_LIGHTS = 0x100,
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/** Removes all light sources (aiScene::mCameras).
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* The scenegraph nodes corresponding to the bones are NOT removed.
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* The corresponding scenegraph nodes are NOT removed.
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* use the #aiProcess_OptimizeGraph step to do this
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*/
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aiComponent_CAMERAS = 0x200,
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@ -59,7 +59,7 @@ typedef size_t (*aiFileTellProc) (C_STRUCT aiFile*);
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typedef void (*aiFileFlushProc) (C_STRUCT aiFile*);
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typedef aiReturn (*aiFileSeek)(C_STRUCT aiFile*, size_t, aiOrigin);
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// aiFileIO callbackss
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// aiFileIO callbacks
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typedef aiFile* (*aiFileOpenProc) (C_STRUCT aiFileIO*, const char*, const char*);
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typedef void (*aiFileCloseProc) (C_STRUCT aiFileIO*, C_STRUCT aiFile*);
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@ -230,7 +230,7 @@ enum aiTextureType
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/** The texture is a height map.
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*
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* By convention, higher grey-scale values stand for
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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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*/
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aiTextureType_HEIGHT = 0x5,
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@ -239,7 +239,7 @@ enum aiTextureType
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*
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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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* differenciate here.
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* distinguish here.
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*/
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aiTextureType_NORMALS = 0x6,
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@ -270,7 +270,7 @@ enum aiTextureType
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*
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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. It's
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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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*/
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aiTextureType_LIGHTMAP = 0xA,
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@ -278,7 +278,7 @@ enum aiTextureType
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/** Reflection texture
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*
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* Contains the color of a perfect mirror reflection.
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* Rarely used, almost nevery for real-time applications.
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* Rarely used, almost never for real-time applications.
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*/
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aiTextureType_REFLECTION = 0xB,
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@ -424,7 +424,7 @@ enum aiTextureFlags
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/** @brief Defines alpha-blend flags.
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*
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* If you're familiar with OpenGL or D3D, these flags aren't new to you.
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* The define *how* the final color value of a pixel is computed, basing
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* They define *how* the final color value of a pixel is computed, basing
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* on the previous color at that pixel and the new color value from the
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* material.
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* The blend formula is:
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@ -580,7 +580,7 @@ enum aiPropertyTypeInfo
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struct aiMaterialProperty
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{
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/** Specifies the name of the property (key)
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* Keys are generally case insensitive.
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* Keys are generally case insensitive.
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*/
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C_STRUCT aiString mKey;
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@ -1340,19 +1340,19 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
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* @param[in] index Index of the texture layer to be read. The function
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* fails if the requested layer is not available.
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* @param[out] path Receives the output path
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* This parameter mist be non-null.
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* This parameter must be non-null.
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* @param mapping The texture mapping mode to be used.
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* Pass NULL if you'e not interested in this information.
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* Pass NULL if you're not interested in this information.
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* @param[out] uvindex For UV-mapped textures: receives the index of the UV
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* source channel. Unmodified otherwise.
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* Pass NULL if you'e not interested in this information.
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* Pass NULL if you're not interested in this information.
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* @param[out] blend Receives the blend factor for the texture
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* Pass NULL if you'e not interested in this information.
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* Pass NULL if you're not interested in this information.
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* @param[out] op Receives the texture blend operation to be perform between
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* this texture and the previous texture.
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* Pass NULL if you'e not interested in this information.
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* Pass NULL if you're not interested in this information.
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* @param[out] mapmode Receives the mapping modes to be used for the texture.
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* Pass NULL if you'e not interested in this information. Otherwise,
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* Pass NULL if you're not interested in this information. Otherwise,
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* pass a pointer to an array of two aiTextureMapMode's (one for each
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* axis, UV order).
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* @return AI_SUCCESS on success, something else otherwise. Have fun.
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@ -70,7 +70,7 @@ enum aiPostProcessSteps
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* such as normal mapping applied to the meshes. There's a config setting,
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* <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
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* a maximum smoothing angle for the algorithm. However, usually you'll
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* want to let the default value. Thanks.
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* want to leave it at the default value. Thanks.
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*/
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aiProcess_CalcTangentSpace = 0x1,
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@ -98,7 +98,7 @@ enum aiPostProcessSteps
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*
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* You'll probably want to consider this flag if you use Direct3D for
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* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
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* setting and boundles all conversions typically required for D3D-based
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* setting and bundles all conversions typically required for D3D-based
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* applications.
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*/
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aiProcess_MakeLeftHanded = 0x4,
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@ -134,7 +134,7 @@ enum aiPostProcessSteps
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* they're already there (loaded from the source asset). By using this
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* step you can make sure they are NOT there.
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*
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* This flag is a poor one, mainly because it's purpose is usually
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* This flag is a poor one, mainly because its purpose is usually
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* misunderstood. Consider the following case: a 3d model has been exported
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* from a CAD app, it has per-face vertex colors. Vertex positions can't be
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* shared, thus the #aiProcess_JoinIdenticalVertices step fails to
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@ -286,7 +286,7 @@ enum aiPostProcessSteps
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* Several material settings not contributing to the final appearance of
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* a surface are ignored in all comparisons ... the material name is
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* one of them. So, if you're passing additional information through the
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* content pipeline (probably using using *magic* material names), don't
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* content pipeline (probably using *magic* material names), don't
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* specify this flag. Alternatively take a look at the
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* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
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*/
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// -------------------------------------------------------------------------
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/** <hr>This step converts non-UV mappings (such as spherical or
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* cylindrical apping) to proper texture coordinate channels.
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* cylindrical mapping) to proper texture coordinate channels.
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*
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* Most applications will support UV mapping only, so you will
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* probably want to specify this step in every case. Note tha Assimp is not
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@ -379,7 +379,7 @@ enum aiPostProcessSteps
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* lightwave, modo, ... are able to achieve this.
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*
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* @note If this step is not requested, you'll need to process the
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* <tt>#AI_MATKEY_MAPPING<7tt> material property in order to display all assets
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* <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
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* properly.
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*/
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aiProcess_GenUVCoords = 0x40000,
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@ -406,7 +406,7 @@ enum aiPostProcessSteps
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* with references to the first mesh.
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*
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* This step takes a while, don't use it if you have no time.
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* It's main purpose is to workaround the limitation that many export
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* Its main purpose is to workaround the limitation that many export
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* file formats don't support instanced meshes, so exporters need to
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* duplicate meshes. This step removes the duplicates again. Please
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* note that Assimp does currently not support per-node material
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@ -436,7 +436,7 @@ enum aiPostProcessSteps
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*
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* Node names can be lost during this step. If you use special 'tag nodes'
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* to pass additional information through your content pipeline, use the
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* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST<7tt> setting to specify a list of node
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* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node
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* names you want to be kept. Nodes matching one of the names in this list won't
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* be touched or modified.
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*
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*
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* You'll probably want to consider this flag if you use Direct3D for
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* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
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* setting and boundles all conversions typically required for D3D-based
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* setting and bundles all conversions typically required for D3D-based
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* applications.
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*/
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aiProcess_FlipUVs = 0x800000,
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@ -500,6 +500,7 @@ enum aiPostProcessSteps
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* @brief Shortcut flag for Direct3D-based applications.
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*
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* Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
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* #aiProcess_FlipWindingOrder flags.
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* The output data matches Direct3D's conventions: left-handed geometry, upper-left
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* origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
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*
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@ -572,7 +573,7 @@ enum aiPostProcessSteps
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*
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* This preset enables almost every optimization step to achieve perfectly
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* optimized data. It's your choice for level editor environments where import speed
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* doesn't care.
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* is not important.
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*
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* If you're using DirectX, don't forget to combine this value with
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* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
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@ -148,7 +148,7 @@ ASSIMP_API const C_STRUCT aiScene* aiImportFileEx(
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* @note This is a straightforward way to decode models from memory buffers, but it
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* doesn't handle model formats spreading their data across multiple files or even
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* directories. Examples include OBJ or MD3, which outsource parts of their material
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* stuff into external scripts. f you need the full functionality, provide a custom
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* stuff into external scripts. If you need the full functionality, provide a custom
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* IOSystem to make Assimp find these files.
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*/
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ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory(
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@ -191,7 +191,7 @@ ASSIMP_API const C_STRUCT aiScene* aiApplyPostProcessing(
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* aiAttachLogStream(&c);
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* @endcode
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*
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* @param One of the #aiDefaultLogStream enumerated values.
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* @param pStreams One of the #aiDefaultLogStream enumerated values.
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* @param file Solely for the #aiDefaultLogStream_FILE flag: specifies the file to write to.
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* Pass NULL for all other flags.
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* @return The log stream. callback is set to NULL if something went wrong.
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@ -1,8 +1,8 @@
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----------------------------------------------------------------------------
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This directory contains various samples to illustrate Assimp's
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use in various real-worl environments. Workspaces for all samples
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are bundled in ./workspaces, makesfiles can be found in the
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use in various real-world environments. Workspaces for all samples
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are bundled in ./workspaces, makefiles can be found in the
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respective directories of the samples.
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All GL-based samples depend on GLUT. For use with the VS workspaces,
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@ -15,7 +15,7 @@ directory of the sample.
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SimpleOpenGL
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A very simple and streightforward OpenGL sample. It loads a
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A very simple and straightforward OpenGL sample. It loads a
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model (gets the path to it on the command line, default is dwarf.x)
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and displays the model as wireframe. Animations and materials are
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not evaluated at all. This samples uses the C interface to Assimp.
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Reference in New Issue