assimp_cmd.
pull/974/head
Kim Kulling 2016-08-09 13:42:33 +02:00
parent fefa4ee9c1
commit 8ba10cf26a
3 changed files with 34 additions and 16 deletions

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@ -368,7 +368,6 @@ of all supported steps along with short descriptions of what they're doing. <br>
more information can be found in the <tt>aiPostProcess.h</tt> header. more information can be found in the <tt>aiPostProcess.h</tt> header.
<table border="1"> <table border="1">
<tr> <tr>
<th>Parameter</th> <th>Parameter</th>
<th>Long parameter</th> <th>Long parameter</th>
@ -479,19 +478,47 @@ more information can be found in the <tt>aiPostProcess.h</tt> header.
<td>Search the data structure for instanced meshes and replace them by references. This can <td>Search the data structure for instanced meshes and replace them by references. This can
reduce vertex/face counts but the postprocessing-step takes some time.</td> reduce vertex/face counts but the postprocessing-step takes some time.</td>
</tr> </tr>
<tr> <tr>
<td><tt>-og</tt></td> <td><tt>-og</tt></td>
<td><tt>--optimize-graph</tt></td> <td><tt>--optimize-graph</tt></td>
<td>Simplify and optimize the scenegraph. Use it with care, all hierarchy information could be lost. <td>Simplify and optimize the scenegraph. Use it with care, all hierarchy information could be lost.
Animations remain untouched. </td> Animations remain untouched. </td>
</tr> </tr>
<tr> <tr>
<td><tt>-om</tt></td> <td><tt>-om</tt></td>
<td><tt>--optimize-meshes</tt></td> <td><tt>--optimize-meshes</tt></td>
<td>Optimize mesh usage. Meshes are merged, if possible. Very effective in combination with <tt>--optimize-graph</tt></td> <td>Optimize mesh usage. Meshes are merged, if possible. Very effective in combination with <tt>--optimize-graph</tt></td>
</tr> </tr>
<tr>
<td><tt>-tuv</tt></td>
<td><tt>--transform-uv-coords</tt></td>
<td>Will transform uv-coordinates if possible.</td>
</tr>
<tr>
<td><tt>-guv</tt></td>
<td><tt>--gen-uvcoords</tt></td>
<td>Will generate uv-coordinates for textures if possible.</td>
</tr>
<tr>
<td><tt>-fid</tt></td>
<td><tt>--find-invalid-data</tt></td>
<td>Will look for invalid data in the imported model structure.</td>
</tr>
<tr>
<td><tt>-fixn</tt></td>
<td><tt>--fix normals</tt></td>
<td>Imported normal vector will be fixed.</td>
</tr>
<tr>
<td><tt>-db</tt></td>
<td><tt>--debone</tt></td>
<td>Removes nearly losslessly or according to a configured threshold bones from the model.</td>
</tr>
<tr>
<td><tt>-sbc</tt></td>
<td><tt>--split-by-bone-count</tt></td>
<td>Split meshes with too many bones. Necessary for our (limited) hardware skinning shader.</td>
</tr>
</table> </table>
For convenience some default postprocessing configurations are provided. For convenience some default postprocessing configurations are provided.

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@ -378,7 +378,6 @@ int ProcessStandardArguments(
// -fixn --fix normals // -fixn --fix normals
// -tri --triangulate // -tri --triangulate
// -fi --find-instances // -fi --find-instances
// -fi --find-instances
// -og --optimize-graph // -og --optimize-graph
// -om --optimize-meshes // -om --optimize-meshes
// -db --debone // -db --debone

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@ -71,14 +71,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "../../code/MaterialSystem.h" // aiMaterial class #include "../../code/MaterialSystem.h" // aiMaterial class
#include "../../code/StringComparison.h" // ASSIMP_stricmp and ASSIMP_strincmp #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 <time.h> #include <time.h>
// default movement speed // default movement speed