Merge branch 'master' into makeInternalErrorsAccessible
commit
23defc275a
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@ -141,7 +141,10 @@ void FBXImporter::SetupProperties(const Importer *pImp) {
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
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std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
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auto streamCloser = [&](IOStream *pStream) {
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pIOHandler->Close(pStream);
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};
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std::unique_ptr<IOStream, decltype(streamCloser)> stream(pIOHandler->Open(pFile, "rb"), streamCloser);
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if (!stream) {
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ThrowException("Could not open file for reading");
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}
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@ -107,7 +107,10 @@ const aiImporterDesc *ObjFileImporter::GetInfo() const {
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void ObjFileImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSystem *pIOHandler) {
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// Read file into memory
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static const std::string mode = "rb";
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std::unique_ptr<IOStream> fileStream(pIOHandler->Open(file, mode));
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auto streamCloser = [&](IOStream *pStream) {
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pIOHandler->Close(pStream);
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};
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std::unique_ptr<IOStream, decltype(streamCloser)> fileStream(pIOHandler->Open(file, mode), streamCloser);
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if (!fileStream.get()) {
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throw DeadlyImportError("Failed to open file ", file, ".");
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}
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@ -38,6 +38,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
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#include "AssetLib/glTF/glTFCommon.h"
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namespace glTFCommon {
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@ -187,3 +189,5 @@ bool ParseDataURI(const char *const_uri, size_t uriLen, DataURI &out) {
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} // namespace Util
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} // namespace glTFCommon
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#endif
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@ -140,6 +140,8 @@ void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::E
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#endif
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static void setupExporterArray(std::vector<Exporter::ExportFormatEntry> &exporters) {
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(void)exporters;
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#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
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exporters.push_back(Exporter::ExportFormatEntry("collada", "COLLADA - Digital Asset Exchange Schema", "dae", &ExportSceneCollada));
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#endif
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@ -56,109 +56,115 @@ package jassimp;
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* regardless which 3D tool they're using.
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*/
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public enum AiTextureType {
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/**
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* The texture is combined with the result of the diffuse
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* lighting equation.
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/** Dummy value.
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*
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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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*/
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NONE(0),
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/** LEGACY API MATERIALS
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* Legacy refers to materials which
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* Were originally implemented in the specifications around 2000.
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* These must never be removed, as most engines support them.
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*/
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/** The texture is combined with the result of the diffuse
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* lighting equation.
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*/
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DIFFUSE(1),
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/** The texture is combined with the result of the specular
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* lighting equation.
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*/
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SPECULAR(2),
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/** The texture is combined with the result of the ambient
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* lighting equation.
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*/
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AMBIENT(3),
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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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*/
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EMISSIVE(4),
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/** The texture is a height map.
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*
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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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HEIGHT(5),
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/** The texture is a (tangent space) normal-map.
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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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* distinguish here.
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*/
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NORMALS(6),
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/** The texture defines the glossiness of the material.
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*
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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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*/
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DIFFUSE(0x1),
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SHININESS(7),
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/**
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* The texture is combined with the result of the specular
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* lighting equation.
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/** The texture defines per-pixel opacity.
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*
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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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*/
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SPECULAR(0x2),
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OPACITY(8),
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/**
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* The texture is combined with the result of the ambient
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* lighting equation.
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/** Displacement texture
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*
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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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*/
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AMBIENT(0x3),
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DISPLACEMENT(9),
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/**
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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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/** Lightmap texture (aka Ambient Occlusion)
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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. Its
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* intensity is not affected by incoming light.
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*/
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EMISSIVE(0x4),
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LIGHTMAP(10),
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/**
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* The texture is a height map.<p>
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*
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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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/** 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 never for real-time applications.
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*/
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HEIGHT(0x5),
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REFLECTION(11),
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/**
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* The texture is a (tangent space) normal-map.<p>
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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 distinguish here.
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/** PBR Materials
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* PBR definitions from maya and other modelling packages now use this standard.
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* This was originally introduced around 2012.
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* Support for this is in game engines like Godot, Unreal or Unity3D.
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* Modelling packages which use this are very common now.
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*/
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BASE_COLOR(12),
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NORMAL_CAMERA(13),
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EMISSION_COLOR(14),
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METALNESS(15),
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DIFFUSE_ROUGHNESS(16),
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AMBIENT_OCCLUSION(17),
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/** Unknown texture
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*
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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 post-processing.
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*/
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NORMALS(0x6),
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/**
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* The texture defines the glossiness of the material.<p>
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*
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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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*/
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SHININESS(0x7),
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/**
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* The texture defines per-pixel opacity.<p>
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*
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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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*/
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OPACITY(0x8),
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/**
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* Displacement texture.<p>
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*
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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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*/
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DISPLACEMENT(0x9),
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/**
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* Lightmap texture (aka Ambient Occlusion).<p>
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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. Its
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* intensity is not affected by incoming light.
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*/
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LIGHTMAP(0xA),
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/**
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* Reflection texture.<p>
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*
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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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*/
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REFLECTION(0xB),
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/**
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* Unknown texture.<p>
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*
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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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*/
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UNKNOWN(0xC);
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UNKNOWN(18);
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/**
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