docs: clarify the use of Importer properties in post processing steps

Signed-off-by: David Greaves <david@dgreaves.com>
pull/221/head
David Greaves 2014-02-17 22:28:59 +00:00
parent c158638d67
commit 660d5c4e84
1 changed files with 25 additions and 22 deletions

View File

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