FIX: Doc states coordinate system correctly now. Changing documentation font, uploading new CHMs.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@484 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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doc/dox.h
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doc/dox.h
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@ -223,6 +223,21 @@ If you're working with the provided solutions for Visual Studio use the <i>-nobo
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See the @link assimp_st next @endlink section
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for more details.
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@section assimp_make Build with MAKE
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To build Assimp with MAKE, navigate to the <tt>code</tt> directory and run
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@code
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make
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@endcode
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respectively
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@code
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make -fmakefile.mingw
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@endcode
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for mingw-make. For a <i>-noboost</i>-Build, append
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@codeNOBOOST=1
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@endcode
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@section assimp_st Single-threaded build
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-- currently there is no difference between single-thread and normal builds --
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@ -559,8 +574,8 @@ ASSIMP::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link
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for further information on how to use the library.
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By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In
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this coordinate system, +X points to the right, +Y points away from the viewer into the screen and
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+Z points upwards. Several modeling packages such as 3D Studio Max use this coordinate system as well.
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this coordinate system, +X points to the right, -Z points away from the viewer into the screen and
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+Y points upwards. Several modeling packages such as 3D Studio Max use this coordinate system as well (or a rotated variant of it).
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By contrast, some other environments use left-handed coordinate systems, a prominent example being
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DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
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#aiProcess_MakeLeftHanded flag to the ReadFile() function call.
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@ -1,6 +1,6 @@
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body, table, div, p, dl {
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font-family: Lucida Grande, Verdana, Geneva, Arial, sans-serif;
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font-size: 12px;
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font-size: 11px;
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}
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/* @group Heading Levels */
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