# Dummy value. # # No texture, but the value to be used as 'texture semantic' # (#aiMaterialProperty::mSemantic) for all material properties # # not* related to textures. # aiTextureType_NONE = 0x0 # The texture is combined with the result of the diffuse # lighting equation. # aiTextureType_DIFFUSE = 0x1 # The texture is combined with the result of the specular # lighting equation. # aiTextureType_SPECULAR = 0x2 # The texture is combined with the result of the ambient # lighting equation. # aiTextureType_AMBIENT = 0x3 # The texture is added to the result of the lighting # calculation. It isn't influenced by incoming light. # aiTextureType_EMISSIVE = 0x4 # The texture is a height map. # # By convention, higher gray-scale values stand for # higher elevations from the base height. # aiTextureType_HEIGHT = 0x5 # The texture is a (tangent space) normal-map. # # Again, there are several conventions for tangent-space # normal maps. Assimp does (intentionally) not # distinguish here. # aiTextureType_NORMALS = 0x6 # The texture defines the glossiness of the material. # # The glossiness is in fact the exponent of the specular # (phong) lighting equation. Usually there is a conversion # function defined to map the linear color values in the # texture to a suitable exponent. Have fun. # aiTextureType_SHININESS = 0x7 # The texture defines per-pixel opacity. # # Usually 'white' means opaque and 'black' means # 'transparency'. Or quite the opposite. Have fun. # aiTextureType_OPACITY = 0x8 # Displacement texture # # The exact purpose and format is application-dependent. # Higher color values stand for higher vertex displacements. # aiTextureType_DISPLACEMENT = 0x9 # Lightmap texture (aka Ambient Occlusion) # # Both 'Lightmaps' and dedicated 'ambient occlusion maps' are # covered by this material property. The texture contains a # scaling value for the final color value of a pixel. Its # intensity is not affected by incoming light. # aiTextureType_LIGHTMAP = 0xA # Reflection texture # # Contains the color of a perfect mirror reflection. # Rarely used, almost never for real-time applications. # aiTextureType_REFLECTION = 0xB # Unknown texture # # A texture reference that does not match any of the definitions # above is considered to be 'unknown'. It is still imported # but is excluded from any further postprocessing. # aiTextureType_UNKNOWN = 0xC