diff --git a/include/assimp/postprocess.h b/include/assimp/postprocess.h index e7cd3ee9c..91d727132 100644 --- a/include/assimp/postprocess.h +++ b/include/assimp/postprocess.h @@ -38,7 +38,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ -/** @file aiPostProcess.h +/** @file postprocess.h * @brief Definitions for import post processing steps */ #ifndef AI_POSTPROCESS_H_INC @@ -70,7 +70,7 @@ enum aiPostProcessSteps * such as normal mapping applied to the meshes. There's a config setting, * #AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE, which allows you to specify * a maximum smoothing angle for the algorithm. However, usually you'll - * want to leave it at the default value. Thanks. + * want to leave it at the default value. */ aiProcess_CalcTangentSpace = 0x1, @@ -78,8 +78,8 @@ enum aiPostProcessSteps /**
Identifies and joins identical vertex data sets within all * imported meshes. * - * After this step is run each mesh does contain only unique vertices anymore, - * so a vertex is possibly used by multiple faces. You usually want + * After this step is run, each mesh contains unique vertices, + * so a vertex may be used by multiple faces. You usually want * to use this post processing step. If your application deals with * indexed geometry, this step is compulsory or you'll just waste rendering * time. If this flag is not specified, no vertices are referenced by @@ -90,10 +90,10 @@ enum aiPostProcessSteps // ------------------------------------------------------------------------- /**
Converts all the imported data to a left-handed coordinate space. * - * By default the data is returned in a right-handed coordinate space which - * for example OpenGL prefers. In this space, +X points to the right, - * +Z points towards the viewer and and +Y points upwards. In the DirectX - * coordinate space +X points to the right, +Y points upwards and +Z points + * By default the data is returned in a right-handed coordinate space (which + * OpenGL prefers). In this space, +X points to the right, + * +Z points towards the viewer, and +Y points upwards. In the DirectX + * coordinate space +X points to the right, +Y points upwards, and +Z points * away from the viewer. * * You'll probably want to consider this flag if you use Direct3D for @@ -108,8 +108,8 @@ enum aiPostProcessSteps * * By default the imported mesh data might contain faces with more than 3 * indices. For rendering you'll usually want all faces to be triangles. - * This post processing step splits up all higher faces to triangles. - * Line and point primitives are *not* modified!. If you want + * This post processing step splits up faces with more than 3 indices into + * triangles. Line and point primitives are *not* modified! If you want * 'triangles only' with no other kinds of primitives, try the following * solution: *