diff --git a/doc/dox.h b/doc/dox.h index 2672adcb5..afd6e487a 100644 --- a/doc/dox.h +++ b/doc/dox.h @@ -533,8 +533,9 @@ assimp::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link for further information on how to use the library. By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In -this coordinate system, +X points to the right, -Z points away from the viewer into the screen and -+Y points upwards. Several modeling packages such as 3D Studio Max use this coordinate system as well (or a rotated variant of it). +this coordinate system, +X points to the right, +Y points upwards and +Z points out of the screen +towards the viewer. Several modeling packages such as 3D Studio Max use this coordinate system as well +(or a rotated variant of it). By contrast, some other environments use left-handed coordinate systems, a prominent example being DirectX. If you need the imported data to be in a left-handed coordinate system, supply the #aiProcess_MakeLeftHanded flag to the ReadFile() function call. @@ -552,7 +553,7 @@ although our built-in triangulation (#aiProcess_Triangulate postprocessing step) The output UV coordinate system has its origin in the lower-left corner: @code -0y|1y ---------- 1x|1y +0x|1y ---------- 1x|1y | | | | | | @@ -568,8 +569,7 @@ X2 Y2 Z2 T2 X3 Y3 Z3 T3 0 0 0 1 @endcode - -... with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3) +with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3) being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices in DirectX functions, you have to transpose them. @@ -664,7 +664,7 @@ See the @link materials Material System Page. @endlink @section bones Bones -A mesh may have a set of bones in the form of aiBone structures.. Bones are a means to deform a mesh +A mesh may have a set of bones in the form of aiBone objects. Bones are a means to deform a mesh according to the movement of a skeleton. Each bone has a name and a set of vertices on which it has influence. Its offset matrix declares the transformation needed to transform from mesh space to the local space of this bone.