Add note on quaternion change to 'Datastructures' page. Rebuild the CHM.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@528 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2010-01-13 16:37:57 +00:00
parent def60805d3
commit 4b45802736
2 changed files with 18 additions and 4 deletions

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@ -185,7 +185,8 @@ http://www.boost-consulting.com/products/free</a>. Choose the appropriate versio
<b>If you don't want to use boost</b>, you can build against our <i>"Boost-Workaround"</i>. It consists of very small (dummy)
implementations of the various boost utility classes used. However, you'll loose functionality (e.g. threading) by doing this.
So, if it is possible to use boost, you should use boost. See the @link use_noboost NoBoost @endlink for more details.
So, if it is possible to use boost, you should use boost. See the @link use_noboost NoBoost-Section @endlink
later on this page for more details.
Once boost is working, you have to set up a project for the ASSIMP library in your favourite IDE. If you use VC2005 or
VC2008, you can simply load the solution or project files in the workspaces/ folder, otherwise you have to create a new
@ -614,6 +615,14 @@ X3 Y3 Z3 T3
being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
in DirectX functions, you have to transpose them.
<hr>
<b>11.24.09:</b> We changed the orientation of our quaternions to the most common convention to avoid confusion.
However, if you're a previous user of Assimp and you update the library to revisions beyond SVNREV 502,
you have to adapt your animation loading code to match the new quaternion orientation.
<hr>
@section hierarchy The Node Hierarchy
Nodes are little named entities in the scene that have a place and orientation relative to their parents.
@ -1406,11 +1415,16 @@ float4 PimpMyPixel (float4 prev)
// .. and compute the final color value for this pixel
float3 color = diff + spec + ambi;
float3 opac = EvaluateStack(opacity);
if (blend_func == multiply)
return prev
// note the *slightly* strange meaning of additive and multiplicative blending here ...
// those names will most likely be changed in future versions
if (blend_func == add)
return prev+color*opac;
else if (blend_func == multiply)
return prev*(1.0-opac)+prev*opac;
return color;
}
@endcode