Merge pull request #1839 from loebl/doc/expand_description_about_embedded_textures
Expand the current documentation about loading of embedded texturespull/1827/head
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doc/dox.h
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doc/dox.h
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@ -667,27 +667,31 @@ need them at all.
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Normally textures used by assets are stored in separate files, however,
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Normally textures used by assets are stored in separate files, however,
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there are file formats embedding their textures directly into the model file.
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there are file formats embedding their textures directly into the model file.
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Such textures are loaded into an aiTexture structure.
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Such textures are loaded into an aiTexture structure.
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For embedded textures, the value of `AI_MATKEY_TEXTURE(textureType, index)` will be `*<index>` where
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`<index>` is the index of the texture in aiScene::mTextures.
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In previous versions, the path from the query for `AI_MATKEY_TEXTURE(textureType, index)` would be
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<br>
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`*<index>` where `<index>` is the index of the texture in aiScene::mTextures. Now this call will
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return a file path for embedded textures in FBX files. To test if it is an embdedded texture use
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aiScene::GetEmbeddedTexture. If the returned pointer is not null, it is embedded und can be loaded
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from the data structure. If it is null, search for a separate file. Other file types still use the
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old behaviour.<br>
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If your rely on the old behaviour, you can use Assimp::Importer::SetPropertyBool with the key
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#AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING to force the old behaviour.
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There are two cases:
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There are two cases:
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<br>
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1. The texture is NOT compressed. Its color data is directly stored in the aiTexture structure as an
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<b>1)</b> The texture is NOT compressed. Its color data is directly stored
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array of aiTexture::mWidth * aiTexture::mHeight aiTexel structures. Each aiTexel represents a
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in the aiTexture structure as an array of aiTexture::mWidth * aiTexture::mHeight aiTexel structures. Each aiTexel represents a pixel (or "texel") of the texture
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pixel (or "texel") of the texture image. The color data is stored in an unsigned RGBA8888 format,
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image. The color data is stored in an unsigned RGBA8888 format, which can be easily used for
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which can be easily used for both Direct3D and OpenGL (swizzling the order of the color
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both Direct3D and OpenGL (swizzling the order of the color components might be necessary).
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components might be necessary). RGBA8888 has been chosen because it is well-known, easy to use
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RGBA8888 has been chosen because it is well-known, easy to use and natively
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and natively supported by nearly all graphics APIs.
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supported by nearly all graphics APIs.
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2. This applies if aiTexture::mHeight == 0 is fulfilled. Then, texture is stored in a "compressed"
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<br>
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format such as DDS or PNG. The term "compressed" does not mean that the texture data must
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<b>2)</b> This applies if aiTexture::mHeight == 0 is fulfilled. Then, texture is stored in a
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actually be compressed, however the texture was found in the model file as if it was stored in a
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"compressed" format such as DDS or PNG. The term "compressed" does not mean that the
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separate file on the harddisk. Appropriate decoders (such as libjpeg, libpng, D3DX, DevIL) are
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texture data must actually be compressed, however the texture was found in the
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required to load theses textures. aiTexture::mWidth specifies the size of the texture data in
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model file as if it was stored in a separate file on the harddisk. Appropriate
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bytes, aiTexture::pcData is a pointer to the raw image data and aiTexture::achFormatHint is
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decoders (such as libjpeg, libpng, D3DX, DevIL) are required to load theses textures.
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either zeroed or contains the most common file extension of the embedded texture's format. This
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aiTexture::mWidth specifies the size of the texture data in bytes, aiTexture::pcData is
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value is only set if assimp is able to determine the file format.
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a pointer to the raw image data and aiTexture::achFormatHint is either zeroed or
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contains the most common file extension of the embedded texture's format. This value is only
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set if assimp is able to determine the file format.
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*/
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*/
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@ -871,8 +875,11 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor
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<td><tt>TEXTURE(t,n)</tt></td>
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<td><tt>TEXTURE(t,n)</tt></td>
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<td>aiString</td>
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<td>aiString</td>
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<td>n/a</td>
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<td>n/a</td>
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<td>Defines the path of the n'th texture on the stack 't', where 'n' is any value >= 0 and 't' is one of the #aiTextureType enumerated values. Either a filepath or `*<index>`, where `<index>` is the index of an embedded texture in aiScene::mTextures.</td>
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<td>Defines the path of the n'th texture on the stack 't', where 'n' is any value >= 0 and 't'
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<td>See the 'Textures' section above.</td>
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is one of the #aiTextureType enumerated values. A file path to an external file or an embedded
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texture. Use aiScene::GetEmbeddedTexture to test if it is embedded for FBX files, in other cases
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embedded textures start with '*' followed by an index into aiScene::mTextures.</td>
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<td>See the @ref mat_tex section above. Also see @ref textures for a more information about texture retrieval.</td>
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</tr>
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</tr>
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<tr>
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<tr>
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