From 8ba10cf26aaec98aea9c1dd74cfbcfd9f430cb9e Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 9 Aug 2016 13:42:33 +0200 Subject: [PATCH] Closes https://github.com/assimp/assimp/issues/966: add missing doc for assimp_cmd. --- doc/dox_cmd.h | 41 +++++++++++++++++++++++++++------ tools/assimp_cmd/Main.cpp | 1 - tools/assimp_view/assimp_view.h | 8 ------- 3 files changed, 34 insertions(+), 16 deletions(-) diff --git a/doc/dox_cmd.h b/doc/dox_cmd.h index 5bc1b7a9d..e740886a1 100644 --- a/doc/dox_cmd.h +++ b/doc/dox_cmd.h @@ -368,7 +368,6 @@ of all supported steps along with short descriptions of what they're doing.
more information can be found in the aiPostProcess.h header. - @@ -432,13 +431,13 @@ more information can be found in the aiPostProcess.h header. - + - + @@ -479,19 +478,47 @@ more information can be found in the aiPostProcess.h header. - - + - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Parameter Long parameterImprove the cache locality of the vertex buffer by reordering the index buffer to achieve a lower ACMR (average post-transform vertex cache miss ratio)
-sbpt --sort-by-ptype Splits meshes which consist of more than one kind of primitives (e.g. lines and triangles mixed up) in 'clean' submeshes.
-lh --convert-to-lh Converts the imported data to left-handed coordinate spaceSearch the data structure for instanced meshes and replace them by references. This can reduce vertex/face counts but the postprocessing-step takes some time.
-og --optimize-graph Simplify and optimize the scenegraph. Use it with care, all hierarchy information could be lost. Animations remain untouched.
-om --optimize-meshes Optimize mesh usage. Meshes are merged, if possible. Very effective in combination with --optimize-graph
-tuv--transform-uv-coordsWill transform uv-coordinates if possible.
-guv--gen-uvcoordsWill generate uv-coordinates for textures if possible.
-fid--find-invalid-dataWill look for invalid data in the imported model structure.
-fixn--fix normalsImported normal vector will be fixed.
-db--deboneRemoves nearly losslessly or according to a configured threshold bones from the model.
-sbc--split-by-bone-countSplit meshes with too many bones. Necessary for our (limited) hardware skinning shader.
For convenience some default postprocessing configurations are provided. diff --git a/tools/assimp_cmd/Main.cpp b/tools/assimp_cmd/Main.cpp index cb6f32834..9c5368bf5 100644 --- a/tools/assimp_cmd/Main.cpp +++ b/tools/assimp_cmd/Main.cpp @@ -378,7 +378,6 @@ int ProcessStandardArguments( // -fixn --fix normals // -tri --triangulate // -fi --find-instances - // -fi --find-instances // -og --optimize-graph // -om --optimize-meshes // -db --debone diff --git a/tools/assimp_view/assimp_view.h b/tools/assimp_view/assimp_view.h index 7676b57f9..6300c1a87 100644 --- a/tools/assimp_view/assimp_view.h +++ b/tools/assimp_view/assimp_view.h @@ -71,14 +71,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "../../code/MaterialSystem.h" // aiMaterial class #include "../../code/StringComparison.h" // ASSIMP_stricmp and ASSIMP_strincmp -// in order for std::min and std::max to behave properly -/*#ifndef max -#define max(a,b) (((a) > (b)) ? (a) : (b)) -#endif // max -#ifndef min -#define min(a,b) (((a) < (b)) ? (a) : (b)) -#endif // min -*/ #include // default movement speed