diff --git a/doc/AssimpDoc_Html/AssimpDoc.chm b/doc/AssimpDoc_Html/AssimpDoc.chm index 525880099..42725b131 100644 Binary files a/doc/AssimpDoc_Html/AssimpDoc.chm and b/doc/AssimpDoc_Html/AssimpDoc.chm differ diff --git a/doc/dox.h b/doc/dox.h index 6e126d300..4c0f55aed 100644 --- a/doc/dox.h +++ b/doc/dox.h @@ -185,7 +185,8 @@ http://www.boost-consulting.com/products/free. Choose the appropriate versio If you don't want to use boost, you can build against our "Boost-Workaround". 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. +
+ +11.24.09: 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. + +
+ @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