docs: clarify the use of Importer properties in post processing steps
Signed-off-by: David Greaves <david@dgreaves.com>pull/221/head
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@ -54,7 +54,10 @@ extern "C" {
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/** @enum aiPostProcessSteps
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* @brief Defines the flags for all possible post processing steps.
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*
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* @see Importer::ReadFile
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* @note Some steps are influenced by properties set on the Assimp::Importer itself
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*
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* @see Assimp::Importer::ReadFile()
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* @see Assimp::Importer::SetPropertyInteger()
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* @see aiImportFile
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* @see aiImportFileEx
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*/
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@ -67,7 +70,7 @@ enum aiPostProcessSteps
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*
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* Does nothing if a mesh does not have normals. You might want this post
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* processing step to be executed if you plan to use tangent space calculations
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* such as normal mapping applied to the meshes. There's a config setting,
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* such as normal mapping applied to the meshes. There's an importer property,
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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 leave it at the default value.
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@ -114,7 +117,7 @@ enum aiPostProcessSteps
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* solution:
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* <ul>
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* <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
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* </li>Ignore all point and line meshes when you process assimp's output</li>
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* <li>Ignore all point and line meshes when you process assimp's output</li>
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* </ul>
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*/
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aiProcess_Triangulate = 0x8,
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@ -124,7 +127,7 @@ enum aiPostProcessSteps
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* light sources, cameras, textures, vertex components).
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*
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* The components to be removed are specified in a separate
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* configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
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* importer property, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
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* if you don't need all parts of the output structure. Vertex colors
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* are rarely used today for example... Calling this step to remove unneeded
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* data from the pipeline as early as possible results in increased
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@ -167,7 +170,7 @@ enum aiPostProcessSteps
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* they're usually already there.
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*
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* This flag may not be specified together with
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* #aiProcess_GenNormals. There's a configuration option,
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* #aiProcess_GenNormals. There's a importer property,
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* <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
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* an angle maximum for the normal smoothing algorithm. Normals exceeding
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* this limit are not smoothed, resulting in a 'hard' seam between two faces.
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@ -187,7 +190,7 @@ enum aiPostProcessSteps
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*
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* The split limits can (and should!) be set through the
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* <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
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* settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
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* importer properties. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
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* <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
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*
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* Note that splitting is generally a time-consuming task, but only if there's
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@ -224,8 +227,8 @@ enum aiPostProcessSteps
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* important vertex weights are removed and the remaining vertex weights are
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* renormalized so that the weights still sum up to 1.
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* The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
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* config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> setting to
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* supply your own limit to the post processing step.
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* config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> importer
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* property to supply your own limit to the post processing step.
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*
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* If you intend to perform the skinning in hardware, this post processing
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* step might be of interest to you.
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@ -270,8 +273,8 @@ enum aiPostProcessSteps
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* paper</a>).
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*
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* If you intend to render huge models in hardware, this step might
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* be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config
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* setting can be used to fine-tune the cache optimization.
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* be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>
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* importer property can be used to fine-tune the cache optimization.
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*/
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aiProcess_ImproveCacheLocality = 0x800,
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@ -292,7 +295,7 @@ enum aiPostProcessSteps
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* So, if you're passing additional information through the
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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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* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> importer property.
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*/
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aiProcess_RemoveRedundantMaterials = 0x1000,
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@ -318,9 +321,9 @@ enum aiPostProcessSteps
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* returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
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* especially useful for real-time rendering where point and line
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* primitives are often ignored or rendered separately.
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* You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which
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* primitive types you need. This can be used to easily exclude
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* lines and points, which are rarely used, from the import.
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* You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
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* specify which primitive types you need. This can be used to easily
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* exclude lines and points, which are rarely used, from the import.
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*/
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aiProcess_SortByPType = 0x8000,
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@ -336,9 +339,9 @@ enum aiPostProcessSteps
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* <ul>
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* <li>Specify the #aiProcess_FindDegenerates flag.
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* </li>
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* <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will
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* cause the step to remove degenerate triangles from the import
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* as soon as they're detected. They won't pass any further
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* <li>Set the <tt>#AI_CONFIG_PP_FD_REMOVE</tt> importer property to
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* 1. This will cause the step to remove degenerate triangles from the
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* import as soon as they're detected. They won't pass any further
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* pipeline steps.
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* </li>
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* </ul>
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@ -349,7 +352,7 @@ enum aiPostProcessSteps
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* <li>Specify the #aiProcess_SortByPType flag. This moves line and
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* point primitives to separate meshes.
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* </li>
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* <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to
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* <li>Set the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
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* @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
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* @endcode to cause SortByPType to reject point
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* and line meshes from the scene.
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@ -446,9 +449,9 @@ 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</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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* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> importer property to specify a
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* list of node names you want to be kept. Nodes matching one of the names
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* in this list won't be touched or modified.
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*
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* Use this flag with caution. Most simple files will be collapsed to a
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* single node, so complex hierarchies are usually completely lost. This is not
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@ -627,4 +630,4 @@ enum aiPostProcessSteps
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} // end of extern "C"
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#endif
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#endif // AI_POSTPROCESS_H_INC
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#endif // AI_POSTPROCESS_H_INC
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