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<title>Open Asset Import Library</title>
<meta name="keywords" content="ASSIMP Open Asset Import Library free Open Source 3d Model Import Library C C++ Java MDL X OBJ MD2 MD3 PLY " />
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<ul>
<li class="first"><a href="index.html" accesskey="1" title="">About</a></li>
<li><a href="main_features.html" accesskey="2" title="">Features</a></li>
<li><a href="main_viewer.html" accesskey="7" title="">Viewer</a></li>
<li><a href="main_doc.html" accesskey="3" title="">Documentation</a></li>
<li><a href="main_downloads.html" accesskey="4" title="">Downloads</a></li>
<li><a href="main_license.html" accesskey="8" title="">License</a></li>
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<div id="content">
<div id="posts">
<div class="post">
<h2 class="title">File formats</h2>
<div class="story">
<p><strong>ASSIMP</strong> currently supports the following file formats. Note that the library does not always support all
features of a format. </p>
<h3>CAD/3D Modelling file formats</h3>
<ul>
<li><b>3D Studio Max 3DS</b> ( <i>*.3ds</i> ) </li>
<li><b>3D Studio Max ASE</b> ( <i>*.ase</i> ) </li>
<li><b>Wavefront Object</b> ( <i>*.obj</i> ) </li>
<li><b>Milkshape 3D</b> ( <i>*.ms3d</i> ) </li>
<li><b>Polygon Library</b> ( <i>*.ply</i> ) </li>
</ul>
<h3>Game file formats</h3>
<ul>
<li><b>Valve StudioModel</b> ( <i>*.smd,*.vta</i> ) </li>
<li><b>Quake I</b> ( <i>*.mdl</i> ) </li>
<li><b>Quake II</b> ( <i>*.md2</i> ) </li>
<li><b>Quake III</b> ( <i>*.md3</i> ) </li>
<li><b>Return to Castle Wolfenstein</b> ( <i>*.mdc</i> )</li>
<li><b>EliteForce II</b> ( <i>*.mdr</i> ) </li>
<li><b>Doom 3</b> ( <i>*.md5</i> ) </li>
</ul>
<h3>Other file formats</h3>
<ul>
<li><b>DirectX X </b> ( <i>*.x</i> ). </li>
<li><b>3D GameStudio </b> ( <i>*.mdl</i> ) </li>
<li><b>3D GameStudio Terrain</b> ( <i>*.hmp</i> )<br>(<i>All sub versions of 3D GameStudio models/terrains are supported: mdl2, mdl3, mdl4, mdl5, mdl7, hmp4, hmp5, hmp7</i>)</li>
<br>
</ul>
</div>
</div>
<div class="post">
<h2 class="title">Post-process Steps</h2>
<div class="story">
<h3>Real-time rendering</h3>
<ul>
<li><b>OpenGL to DirectX conventions</b>. </li>
<li><b>Limit bone weights per vertex</b>. Useful for hardware skinning </li>
<li><b>Triangulate higher-level polygons</b>. (*) </li>
<li><b>Remove redundant vertices</b>. </li>
</ul>
<h3>Compute Vertex components</h3>
<ul>
<li><b>Per-face normal vectors</b>. "Flat shading" </li>
<li><b>Per-vertex normal vectors</b>. "Smooth shading" </li>
<li><b>Tangents and bitangents</b>. Required for Normal Mapping </li>
</ul>
<h3>Scenegraph</h3>
<ul>
<li><b>Remove scenegraph</b>. Transform all vertices into worldspace </li>
<li><b>Optimize the graph</b>. Remove small nodes and too deep hierarchies </li>
</ul>
<h3>Other</h3>
<ul>
<li><b>Validate the output structure</b>. For extra stability </li>
<li><b>Check for infacing normals</b>. </li>
<li><b>Kill imported normals</b>. Force a recomputation. </li>
<li><b>Split large meshes</b>. Both a vertex and a triangle limit can be set. </li>
</ul>
<p>(*) = Always active in jAssimp. There is no support for polygons in this port.</p>
</div>
</div>
</div>
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<div id="links">
<ul>
<li>
<h2>Screenshots</h2>
<ul>
<li><a href="screenshots/sshot4.png" title="A free model from www.meshfactory.com" rel="lightbox"><img src="screenshots/sshot4s.png"> </a></li>
<li><a href="screenshots/sshot6.png"><img src="screenshots/sshot6s.png"> </a></li>
<li><a href="screenshots/sshot7.png" title="Model by Rainer Prokein (http://reinerstileset.4players.de)" rel="lightbox"><img src="screenshots/sshot7s.png"> </a></li>
<li><a href="screenshots/sshot9.png" title="A model of Dreamworlds Development (www.dreamworlds.de) for their upcoming game, Splitterwelten" rel="lightbox"><img src="screenshots/sshot9s.png"> </a></li>
<li><a href="screenshots/sshot10.png" title="A screenshot from the ZFXC team (http://zfxce.sourceforge.net)" rel="lightbox"><img src="screenshots/sshot10s.png"> </a></li>
</ul>
</li>
</ul>
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<p id="legal">Copyright &copy; 2008 ASSIMP Team. Design template by <a href="http://www.freecsstemplates.org/">Free CSS Templates</a></p>
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