Patch [3520366] Docs: Spelling and grammar fixes for postprocess.h by Andy Maloney.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1239 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/5/head
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bbaf838463
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@ -38,7 +38,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file aiPostProcess.h
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/** @file postprocess.h
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* @brief Definitions for import post processing steps
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*/
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#ifndef AI_POSTPROCESS_H_INC
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@ -70,7 +70,7 @@ enum aiPostProcessSteps
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* such as normal mapping applied to the meshes. There's a config setting,
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* <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
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* a maximum smoothing angle for the algorithm. However, usually you'll
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* want to leave it at the default value. Thanks.
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* want to leave it at the default value.
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*/
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aiProcess_CalcTangentSpace = 0x1,
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@ -78,8 +78,8 @@ enum aiPostProcessSteps
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/** <hr>Identifies and joins identical vertex data sets within all
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* imported meshes.
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*
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* After this step is run each mesh does contain only unique vertices anymore,
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* so a vertex is possibly used by multiple faces. You usually want
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* After this step is run, each mesh contains unique vertices,
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* so a vertex may be used by multiple faces. You usually want
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* to use this post processing step. If your application deals with
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* indexed geometry, this step is compulsory or you'll just waste rendering
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* time. <b>If this flag is not specified</b>, no vertices are referenced by
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@ -90,10 +90,10 @@ enum aiPostProcessSteps
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// -------------------------------------------------------------------------
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/** <hr>Converts all the imported data to a left-handed coordinate space.
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*
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* By default the data is returned in a right-handed coordinate space which
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* for example OpenGL prefers. In this space, +X points to the right,
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* +Z points towards the viewer and and +Y points upwards. In the DirectX
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* coordinate space +X points to the right, +Y points upwards and +Z points
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* By default the data is returned in a right-handed coordinate space (which
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* OpenGL prefers). In this space, +X points to the right,
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* +Z points towards the viewer, and +Y points upwards. In the DirectX
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* coordinate space +X points to the right, +Y points upwards, and +Z points
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* away from the viewer.
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*
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* You'll probably want to consider this flag if you use Direct3D for
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@ -108,8 +108,8 @@ enum aiPostProcessSteps
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*
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* By default the imported mesh data might contain faces with more than 3
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* indices. For rendering you'll usually want all faces to be triangles.
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* This post processing step splits up all higher faces to triangles.
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* Line and point primitives are *not* modified!. If you want
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* This post processing step splits up faces with more than 3 indices into
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* triangles. Line and point primitives are *not* modified! If you want
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* 'triangles only' with no other kinds of primitives, try the following
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* solution:
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* <ul>
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@ -125,34 +125,34 @@ enum aiPostProcessSteps
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*
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* The components to be removed are specified in a separate
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* configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
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* if you don't need all parts of the output structure. Especially vertex
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* colors are rarely used today ... . Calling this step to remove unrequired
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* stuff from the pipeline as early as possible results in an increased
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* performance and a better optimized output data structure.
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* if you don't need all parts of the output structure. Vertex colors
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* are rarely used today for example... Calling this step to remove unneeded
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* data from the pipeline as early as possible results in increased
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* performance and a more optimized output data structure.
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* This step is also useful if you want to force Assimp to recompute
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* normals or tangents. The corresponding steps don't recompute them if
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* they're already there (loaded from the source asset). By using this
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* step you can make sure they are NOT there.
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*
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* This flag is a poor one, mainly because its purpose is usually
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* misunderstood. Consider the following case: a 3d model has been exported
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* from a CAD app, it has per-face vertex colors. Vertex positions can't be
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* misunderstood. Consider the following case: a 3D model has been exported
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* from a CAD app, and it has per-face vertex colors. Vertex positions can't be
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* shared, thus the #aiProcess_JoinIdenticalVertices step fails to
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* optimize the data. Just because these nasty, little vertex colors.
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* optimize the data because of these nasty little vertex colors.
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* Most apps don't even process them, so it's all for nothing. By using
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* this step, unneeded components are excluded as early as possible
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* thus opening more room for internal optimzations.
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* thus opening more room for internal optimizations.
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*/
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aiProcess_RemoveComponent = 0x10,
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// -------------------------------------------------------------------------
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/** <hr>Generates normals for all faces of all meshes.
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*
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* This is ignored if normals are already there at the time where this flag
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* This is ignored if normals are already there at the time this flag
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* is evaluated. Model importers try to load them from the source file, so
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* they're usually already there. Face normals are shared between all points
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* of a single face, so a single point can have multiple normals, which in
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* other words, enforces the library to duplicate vertices in some cases.
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* of a single face, so a single point can have multiple normals, which
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* forces the library to duplicate vertices in some cases.
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* #aiProcess_JoinIdenticalVertices is *senseless* then.
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*
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* This flag may not be specified together with #aiProcess_GenSmoothNormals.
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@ -162,26 +162,26 @@ enum aiPostProcessSteps
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// -------------------------------------------------------------------------
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/** <hr>Generates smooth normals for all vertices in the mesh.
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*
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* This is ignored if normals are already there at the time where this flag
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* This is ignored if normals are already there at the time this flag
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* is evaluated. Model importers try to load them from the source file, so
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* they're usually already there.
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*
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* This flag may (of course) not be specified together with
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* This flag may not be specified together with
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* #aiProcess_GenNormals. There's a configuration option,
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* <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
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* an angle maximum for the normal smoothing algorithm. Normals exceeding
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* this limit are not smoothed, resulting in a a 'hard' seam between two faces.
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* Using a decent angle here (e.g. 80°) results in very good visual
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* this limit are not smoothed, resulting in a 'hard' seam between two faces.
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* Using a decent angle here (e.g. 80 degrees) results in very good visual
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* appearance.
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*/
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aiProcess_GenSmoothNormals = 0x40,
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// -------------------------------------------------------------------------
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/** <hr>Splits large meshes into smaller submeshes
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/** <hr>Splits large meshes into smaller sub-meshes.
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*
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* This is quite useful for realtime rendering where the number of triangles
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* which can be maximally processed in a single draw-call is usually limited
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* by the video driver/hardware. The maximum vertex buffer is usually limited,
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* This is quite useful for real-time rendering, where the number of triangles
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* which can be maximally processed in a single draw-call is limited
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* by the video driver/hardware. The maximum vertex buffer is usually limited
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* too. Both requirements can be met with this step: you may specify both a
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* triangle and vertex limit for a single mesh.
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*
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@ -190,18 +190,19 @@ enum aiPostProcessSteps
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* settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
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* <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
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*
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* Note that splitting is generally a time-consuming task, but not if there's
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* nothing to split. The use of this step is recommended for most users.
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* Note that splitting is generally a time-consuming task, but only if there's
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* something to split. The use of this step is recommended for most users.
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*/
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aiProcess_SplitLargeMeshes = 0x80,
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// -------------------------------------------------------------------------
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/** <hr>Removes the node graph and pre-transforms all vertices with
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* the local transformation matrices of their nodes. The output
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* scene does still contain nodes, however, there is only a
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* the local transformation matrices of their nodes.
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*
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* The output scene still contains nodes, however there is only a
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* root node with children, each one referencing only one mesh,
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* each mesh referencing one material. For rendering, you can
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* simply render all meshes in order, you don't need to pay
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* and each mesh referencing one material. For rendering, you can
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* simply render all meshes in order - you don't need to pay
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* attention to local transformations and the node hierarchy.
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* Animations are removed during this step.
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* This step is intended for applications without a scenegraph.
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@ -219,7 +220,7 @@ enum aiPostProcessSteps
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/** <hr>Limits the number of bones simultaneously affecting a single vertex
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* to a maximum value.
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*
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* If any vertex is affected by more than that number of bones, the least
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* If any vertex is affected by more than the maximum number of bones, the least
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* important vertex weights are removed and the remaining vertex weights are
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* renormalized so that the weights still sum up to 1.
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* The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
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@ -227,20 +228,20 @@ enum aiPostProcessSteps
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* supply your own limit to the post processing step.
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*
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* If you intend to perform the skinning in hardware, this post processing
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* step might be of interest for you.
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* step might be of interest to you.
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*/
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aiProcess_LimitBoneWeights = 0x200,
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// -------------------------------------------------------------------------
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/** <hr>Validates the imported scene data structure
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/** <hr>Validates the imported scene data structure.
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* This makes sure that all indices are valid, all animations and
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* bones are linked correctly, all material references are correct .. etc.
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*
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* It is recommended to capture Assimp's log output if you use this flag,
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* so you can easily find ot what's actually wrong if a file fails the
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* validation. The validator is quite rude and will find *all*
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* inconsistencies in the data structure ... plugin developers are
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* recommended to use it to debug their loaders. There are two types of
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* It is recommended that you capture Assimp's log output if you use this flag,
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* so you can easily find out what's wrong if a file fails the
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* validation. The validator is quite strict and will find *all*
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* inconsistencies in the data structure... It is recommended that plugin
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* developers use it to debug their loaders. There are two types of
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* validation failures:
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* <ul>
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* <li>Error: There's something wrong with the imported data. Further
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@ -254,7 +255,7 @@ enum aiPostProcessSteps
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* in #aiScene::mFlags</li>
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* </ul>
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*
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* This post-processing step is not time-consuming. It's use is not
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* This post-processing step is not time-consuming. Its use is not
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* compulsory, but recommended.
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*/
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aiProcess_ValidateDataStructure = 0x400,
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@ -269,7 +270,7 @@ enum aiPostProcessSteps
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* paper</a>).
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*
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* If you intend to render huge models in hardware, this step might
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* be of interest for you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config
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* be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config
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* setting can be used to fine-tune the cache optimization.
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*/
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aiProcess_ImproveCacheLocality = 0x800,
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@ -281,14 +282,14 @@ enum aiPostProcessSteps
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* #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
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* Both join small meshes with equal characteristics, but they can't do
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* their work if two meshes have different materials. Because several
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* material settings are always lost during Assimp's import filters,
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* material settings are lost during Assimp's import filters,
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* (and because many exporters don't check for redundant materials), huge
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* models often have materials which are are defined several times with
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* exactly the same settings ..
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* exactly the same settings.
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*
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* Several material settings not contributing to the final appearance of
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* a surface are ignored in all comparisons ... the material name is
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* one of them. So, if you're passing additional information through the
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* a surface are ignored in all comparisons (e.g. the material name).
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* So, if you're passing additional information through the
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* content pipeline (probably using *magic* material names), don't
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* specify this flag. Alternatively take a look at the
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* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
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@ -297,7 +298,9 @@ enum aiPostProcessSteps
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// -------------------------------------------------------------------------
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/** <hr>This step tries to determine which meshes have normal vectors
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* that are facing inwards. The algorithm is simple but effective:
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* that are facing inwards and inverts them.
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*
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* The algorithm is simple but effective:
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* the bounding box of all vertices + their normals is compared against
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* the volume of the bounding box of all vertices without their normals.
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* This works well for most objects, problems might occur with planar
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@ -309,7 +312,7 @@ enum aiPostProcessSteps
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// -------------------------------------------------------------------------
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/** <hr>This step splits meshes with more than one primitive type in
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* homogeneous submeshes.
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* homogeneous sub-meshes.
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*
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* The step is executed after the triangulation step. After the step
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* returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
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@ -322,24 +325,24 @@ enum aiPostProcessSteps
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aiProcess_SortByPType = 0x8000,
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// -------------------------------------------------------------------------
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/** <hr>This step searches all meshes for degenerated primitives and
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/** <hr>This step searches all meshes for degenerate primitives and
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* converts them to proper lines or points.
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*
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* A face is 'degenerated' if one or more of its points are identical.
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* To have the degenerated stuff not only detected and collapsed but
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* also removed, try one of the following procedures:
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* <br><b>1.</b> (if you support lines&points for rendering but don't
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* A face is 'degenerate' if one or more of its points are identical.
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* To have the degenerate stuff not only detected and collapsed but
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* removed, try one of the following procedures:
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* <br><b>1.</b> (if you support lines and points for rendering but don't
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* want the degenerates)</br>
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* <ul>
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* <li>Specify the #aiProcess_FindDegenerates flag.
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* </li>
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* <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will
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* cause the step to remove degenerated triangles from the import
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* cause the step to remove degenerate triangles from the import
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* as soon as they're detected. They won't pass any further
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* pipeline steps.
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* </li>
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* </ul>
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* <br><b>2.</b>(if you don't support lines&points at all ...)</br>
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* <br><b>2.</b>(if you don't support lines and points at all)</br>
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* <ul>
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* <li>Specify the #aiProcess_FindDegenerates flag.
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* </li>
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@ -352,10 +355,10 @@ enum aiPostProcessSteps
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* and line meshes from the scene.
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* </li>
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* </ul>
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* @note Degenerated polygons are not necessarily evil and that's why
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* @note Degenerate polygons are not necessarily evil and that's why
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* they're not removed by default. There are several file formats which
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* don't support lines or points ... some exporters bypass the
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* format specification and write them as degenerated triangle instead.
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* don't support lines or points, and some exporters bypass the
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* format specification and write them as degenerate triangles instead.
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*/
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aiProcess_FindDegenerates = 0x10000,
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@ -379,11 +382,11 @@ enum aiPostProcessSteps
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* cylindrical mapping) to proper texture coordinate channels.
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*
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* Most applications will support UV mapping only, so you will
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* probably want to specify this step in every case. Note tha Assimp is not
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* probably want to specify this step in every case. Note that Assimp is not
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* always able to match the original mapping implementation of the
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* 3d app which produced a model perfectly. It's always better to let the
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* father app compute the UV channels, at least 3ds max, maja, blender,
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* lightwave, modo, ... are able to achieve this.
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* 3D app which produced a model perfectly. It's always better to let the
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* modelling app compute the UV channels - 3ds max, Maya, Blender,
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* LightWave, and Modo do this for example.
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*
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* @note If this step is not requested, you'll need to process the
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* <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
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@ -393,32 +396,32 @@ enum aiPostProcessSteps
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// -------------------------------------------------------------------------
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/** <hr>This step applies per-texture UV transformations and bakes
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* them to stand-alone vtexture coordinate channelss.
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* them into stand-alone vtexture coordinate channels.
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*
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* UV transformations are specified per-texture - see the
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* <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
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* This step processes all textures with
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* transformed input UV coordinates and generates new (pretransformed) UV channel
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* which replace the old channel. Most applications won't support UV
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* transformed input UV coordinates and generates a new (pre-transformed) UV channel
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* which replaces the old channel. Most applications won't support UV
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* transformations, so you will probably want to specify this step.
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*
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* @note UV transformations are usually implemented in realtime apps by
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* @note UV transformations are usually implemented in real-time apps by
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* transforming texture coordinates at vertex shader stage with a 3x3
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* (homogenous) transformation matrix.
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*/
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aiProcess_TransformUVCoords = 0x80000,
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// -------------------------------------------------------------------------
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/** <hr>This step searches for duplicate meshes and replaces duplicates
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/** <hr>This step searches for duplicate meshes and replaces them
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* with references to the first mesh.
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*
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* This step takes a while, don't use it if you have no time.
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* Its main purpose is to workaround the limitation that many export
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* This step takes a while, so don't use it if speed is a concern.
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* Its main purpose is to workaround the fact that many export
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* file formats don't support instanced meshes, so exporters need to
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* duplicate meshes. This step removes the duplicates again. Please
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* note that Assimp does currently not support per-node material
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* note that Assimp does not currently support per-node material
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* assignment to meshes, which means that identical meshes with
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* differnent materials are currently *not* joined, although this is
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* different materials are currently *not* joined, although this is
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* planned for future versions.
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*/
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aiProcess_FindInstances = 0x100000,
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@ -426,7 +429,7 @@ enum aiPostProcessSteps
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// -------------------------------------------------------------------------
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/** <hr>A postprocessing step to reduce the number of meshes.
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*
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* In fact, it will reduce the number of drawcalls.
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* This will, in fact, reduce the number of draw calls.
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*
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* This is a very effective optimization and is recommended to be used
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* together with #aiProcess_OptimizeGraph, if possible. The flag is fully
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@ -438,7 +441,7 @@ enum aiPostProcessSteps
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// -------------------------------------------------------------------------
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/** <hr>A postprocessing step to optimize the scene hierarchy.
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*
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* Nodes with no animations, bones, lights or cameras assigned are
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* Nodes without animations, bones, lights or cameras assigned are
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* collapsed and joined.
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*
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* Node names can be lost during this step. If you use special 'tag nodes'
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@ -448,15 +451,15 @@ enum aiPostProcessSteps
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* be touched or modified.
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*
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* Use this flag with caution. Most simple files will be collapsed to a
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* single node, complex hierarchies are usually completely lost. That's not
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* the right choice for editor environments, but probably a very effective
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* single node, so complex hierarchies are usually completely lost. This is not
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* useful for editor environments, but probably a very effective
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* optimization if you just want to get the model data, convert it to your
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* own format and render it as fast as possible.
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* own format, and render it as fast as possible.
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||||
*
|
||||
* This flag is designed to be used with #aiProcess_OptimizeMeshes for best
|
||||
* results.
|
||||
*
|
||||
* @note 'crappy' scenes with thousands of extremely small meshes packed
|
||||
* @note 'Crappy' scenes with thousands of extremely small meshes packed
|
||||
* in deeply nested nodes exist for almost all file formats.
|
||||
* #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
|
||||
* usually fixes them all and makes them renderable.
|
||||
|
@ -466,7 +469,8 @@ enum aiPostProcessSteps
|
|||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step flips all UV coordinates along the y-axis and adjusts
|
||||
* material settings and bitangents accordingly.
|
||||
* <br><b>Output UV coordinate system:</b>
|
||||
*
|
||||
* <b>Output UV coordinate system:</b>
|
||||
* @code
|
||||
* 0y|0y ---------- 1x|0y
|
||||
* | |
|
||||
|
@ -483,10 +487,11 @@ enum aiPostProcessSteps
|
|||
aiProcess_FlipUVs = 0x800000,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step adjusts the output face winding order to be cw.
|
||||
/** <hr>This step adjusts the output face winding order to be CW.
|
||||
*
|
||||
* The default face winding order is counter clockwise.
|
||||
* <br><b>Output face order:</b>
|
||||
* The default face winding order is counter clockwise (CCW).
|
||||
*
|
||||
* <b>Output face order:</b>
|
||||
* @code
|
||||
* x2
|
||||
*
|
||||
|
@ -497,17 +502,18 @@ enum aiPostProcessSteps
|
|||
aiProcess_FlipWindingOrder = 0x1000000,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step splits meshes with many bones into submeshes so that each
|
||||
* submesh has fewer or as many bones as a given limit.
|
||||
/** <hr>This step splits meshes with many bones into sub-meshes so that each
|
||||
* su-bmesh has fewer or as many bones as a given limit.
|
||||
*/
|
||||
aiProcess_SplitByBoneCount = 0x2000000,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step removes bones losslessly or according to some threshold.
|
||||
* In some cases (i.e. format that require it) exporters are forced to
|
||||
*
|
||||
* In some cases (i.e. formats that require it) exporters are forced to
|
||||
* assign dummy bone weights to otherwise static meshes assigned to
|
||||
* animated meshes. Since full, weight-based skinning is expensive but
|
||||
* animating nodes is extremely cheap, this step is offered to cleanup
|
||||
* animated meshes. Full, weight-based skinning is expensive while
|
||||
* animating nodes is extremely cheap, so this step is offered to clean up
|
||||
* the data in that regard.
|
||||
*
|
||||
* Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this.
|
||||
|
@ -550,8 +556,8 @@ enum aiPostProcessSteps
|
|||
* If you're using DirectX, don't forget to combine this value with
|
||||
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
||||
* in your application apply the #aiProcess_TransformUVCoords step, too.
|
||||
* @note Please take the time to read the doc to the steps enabled by this preset.
|
||||
* Some of them offer further configurable properties, some of them might not be of
|
||||
* @note Please take the time to read the docs for the steps enabled by this preset.
|
||||
* Some of them offer further configurable properties, while some of them might not be of
|
||||
* use for you so it might be better to not specify them.
|
||||
*/
|
||||
#define aiProcessPreset_TargetRealtime_Fast ( \
|
||||
|
@ -575,9 +581,9 @@ enum aiPostProcessSteps
|
|||
* If you're using DirectX, don't forget to combine this value with
|
||||
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
||||
* in your application apply the #aiProcess_TransformUVCoords step, too.
|
||||
* @note Please take the time to read the doc for the steps enabled by this preset.
|
||||
* Some of them offer further configurable properties, some of them might not be of
|
||||
* use for you so it might be better to not specify them.
|
||||
* @note Please take the time to read the docs for the steps enabled by this preset.
|
||||
* Some of them offer further configurable properties, while some of them might not be
|
||||
* of use for you so it might be better to not specify them.
|
||||
*/
|
||||
#define aiProcessPreset_TargetRealtime_Quality ( \
|
||||
aiProcess_CalcTangentSpace | \
|
||||
|
@ -605,9 +611,9 @@ enum aiPostProcessSteps
|
|||
* If you're using DirectX, don't forget to combine this value with
|
||||
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|
||||
* in your application, apply the #aiProcess_TransformUVCoords step, too.
|
||||
* @note Please take the time to read the doc for the steps enabled by this preset.
|
||||
* Some of them offer further configurable properties, some of them might not be of
|
||||
* use for you so it might be better to not specify them.
|
||||
* @note Please take the time to read the docs for the steps enabled by this preset.
|
||||
* Some of them offer further configurable properties, while some of them might not be
|
||||
* of use for you so it might be better to not specify them.
|
||||
*/
|
||||
#define aiProcessPreset_TargetRealtime_MaxQuality ( \
|
||||
aiProcessPreset_TargetRealtime_Quality | \
|
||||
|
@ -622,4 +628,4 @@ enum aiPostProcessSteps
|
|||
} // end of extern "C"
|
||||
#endif
|
||||
|
||||
#endif // AI_POSTPROCESS_H_INC
|
||||
#endif // AI_POSTPROCESS_H_INC
|
Loading…
Reference in New Issue