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@ -368,7 +368,6 @@ of all supported steps along with short descriptions of what they're doing. <br>
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more information can be found in the <tt>aiPostProcess.h</tt> header.
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<table border="1">
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<tr>
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<th>Parameter</th>
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<th>Long parameter</th>
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@ -432,13 +431,13 @@ more information can be found in the <tt>aiPostProcess.h</tt> header.
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<td>Improve the cache locality of the vertex buffer by reordering the index buffer
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to achieve a lower ACMR (average post-transform vertex cache miss ratio)</td>
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</tr>
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<tr>
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<tr>
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<td><tt>-sbpt</tt></td>
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<td><tt>--sort-by-ptype</tt></td>
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<td>Splits meshes which consist of more than one kind of primitives (e.g. lines and triangles mixed up)
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in 'clean' submeshes. </td>
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</tr>
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<tr>
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<tr>
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<td><tt>-lh</tt></td>
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<td><tt>--convert-to-lh</tt></td>
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<td>Converts the imported data to left-handed coordinate space</td>
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@ -479,19 +478,47 @@ more information can be found in the <tt>aiPostProcess.h</tt> header.
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<td>Search the data structure for instanced meshes and replace them by references. This can
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reduce vertex/face counts but the postprocessing-step takes some time.</td>
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</tr>
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<tr>
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<tr>
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<td><tt>-og</tt></td>
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<td><tt>--optimize-graph</tt></td>
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<td>Simplify and optimize the scenegraph. Use it with care, all hierarchy information could be lost.
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Animations remain untouched. </td>
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</tr>
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<tr>
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<tr>
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<td><tt>-om</tt></td>
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<td><tt>--optimize-meshes</tt></td>
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<td>Optimize mesh usage. Meshes are merged, if possible. Very effective in combination with <tt>--optimize-graph</tt></td>
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</tr>
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<tr>
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<td><tt>-tuv</tt></td>
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<td><tt>--transform-uv-coords</tt></td>
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<td>Will transform uv-coordinates if possible.</td>
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</tr>
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<tr>
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<td><tt>-guv</tt></td>
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<td><tt>--gen-uvcoords</tt></td>
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<td>Will generate uv-coordinates for textures if possible.</td>
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</tr>
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<tr>
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<td><tt>-fid</tt></td>
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<td><tt>--find-invalid-data</tt></td>
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<td>Will look for invalid data in the imported model structure.</td>
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</tr>
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<tr>
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<td><tt>-fixn</tt></td>
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<td><tt>--fix normals</tt></td>
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<td>Imported normal vector will be fixed.</td>
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</tr>
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<tr>
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<td><tt>-db</tt></td>
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<td><tt>--debone</tt></td>
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<td>Removes nearly losslessly or according to a configured threshold bones from the model.</td>
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</tr>
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<tr>
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<td><tt>-sbc</tt></td>
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<td><tt>--split-by-bone-count</tt></td>
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<td>Split meshes with too many bones. Necessary for our (limited) hardware skinning shader.</td>
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</tr>
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</table>
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For convenience some default postprocessing configurations are provided.
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@ -378,7 +378,6 @@ int ProcessStandardArguments(
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// -fixn --fix normals
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// -tri --triangulate
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// -fi --find-instances
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// -fi --find-instances
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// -og --optimize-graph
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// -om --optimize-meshes
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// -db --debone
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@ -71,14 +71,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "../../code/MaterialSystem.h" // aiMaterial class
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#include "../../code/StringComparison.h" // ASSIMP_stricmp and ASSIMP_strincmp
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// in order for std::min and std::max to behave properly
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/*#ifndef max
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#define max(a,b) (((a) > (b)) ? (a) : (b))
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#endif // max
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#ifndef min
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#define min(a,b) (((a) < (b)) ? (a) : (b))
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#endif // min
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*/
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#include <time.h>
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// default movement speed
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