The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
 
 
 
 
 
 
Go to file
aramis_acg fb2815047d Update my standalone handcrafted makefiles to compile ./contrib/unzip as well.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@765 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2010-07-07 14:54:22 +00:00
code Update my standalone handcrafted makefiles to compile ./contrib/unzip as well. 2010-07-07 14:54:22 +00:00
contrib - Made it mostly compile again 2010-06-21 17:28:02 +00:00
doc Add mName member to aiMesh. 2010-05-10 13:59:29 +00:00
include adding some #ifndef SWIG for swig processing 2010-05-27 18:30:28 +00:00
packaging Clarify troubleshooting for the `application configuration not correct` problem. 2010-04-17 18:36:11 +00:00
port adding some missing files 2010-05-27 18:29:18 +00:00
samples Fix paths in SimpleOpenGL vc8 solution, debug profile. 2010-07-02 11:46:32 +00:00
scripts BLENDER: Fix potential stack overflow caused by a DOM object referencing itself. 2010-07-07 14:50:19 +00:00
test BLENDER: Fix potential stack overflow caused by a DOM object referencing itself. 2010-07-07 14:50:19 +00:00
tools assimpview: fix typo in "about" dialog. 2010-06-07 16:05:56 +00:00
workspaces BLENDER: Fix potential stack overflow caused by a DOM object referencing itself. 2010-07-07 14:50:19 +00:00
CHANGES Add missing CHANGELOG for past 1.1. 2010-04-24 01:03:35 +00:00
CMakeLists.txt Only use bin/ and lib/ as output directories if doing an in-source build. 2010-03-03 22:55:02 +00:00
CREDITS Update SimpleTexturedOpenGL sample. 2010-07-02 11:41:36 +00:00
INSTALL Add assimp command line tools to CMAKE build. Add it to make install as well. Needs more testing on different systems. 2010-03-02 19:27:36 +00:00
LICENSE Update year in LICENSE (seemingly we have 2010 now). 2010-04-03 01:04:35 +00:00
README Update README. 2010-04-17 15:16:23 +00:00
revision.h Update vc8 project files. 2010-06-24 10:37:16 +00:00

README

This file contains invisible Unicode characters!

This file contains invisible Unicode characters that may be processed differently from what appears below. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to reveal hidden characters.

	Open Asset Import Library (Assimp) Readme
	-----------------------------------------

Here you can find information regarding Open Asset Import Library:

	1.		Overview
	1.1		Supported file formats
	1.2		File structure
	2.		Build the Asset Import Library
	3. 		Help
	4.		License



1.	Overview
1.1	Supported file formats

The Asset Import Library provides a lot of model formats:
	- 3DS
	- ASE
	- DXF
	- HMP
	- MD2
 	- MD3 
	- MD5
	- MDC
	- MDL
	- NFF
 	- PLY
	- STL
	- X
	- LWO
	- OBJ
	- SMD
	
	- Collada
	
	- LWO
	
	- Ogre XML
	
	- partly LWS
	
	- .. + many more, see http://assimp.sourceforge.net/main_features_formats.html for a full list.


1.2 Repository structure

Open Asset Import Library is implemented in C++ and provides a C-interface. The directory structure is:

	/bin			Binaries of the Asset Import Library.
	/code			Code of the Asset Import Library.
	/contrib		Third-party-libraries used by the Asset Import Library.
	/doc			Documentation (doxygen generated and data structure as a xml file)
	/include		Public headers.
	/lib			Static library location for Windows.
	/obj			Object file location for Windows.
	/port			Ports to other languages. 
	
	/test			Unit- and regression tests, model test suite.
	/tools			Tools (viewer, command line `assimp`).
	/workspaces		Build enviroments for vc,xcode,...



2. Build the Asset Import Library

Take a look into the INSTALL file.



3. Help

For more help go to http://assimp.sourceforge.net/ (or, for germans, http://www.zfx.info). Or take a look into the doc-folder, which contains the doxygen-generated documentation in HTMl format (CHMs for Windows are as well contained in some distributions and located right here in the root folder).


4. License

The license of the Asset Import Library is based on the BSD-License. It is contained in the LICENSE file.