|
@@ -70,7 +70,7 @@ enum aiPostProcessSteps
|
|
|
* such as normal mapping applied to the meshes. There's a config setting,
|
|
|
* <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
|
|
|
* a maximum smoothing angle for the algorithm. However, usually you'll
|
|
|
- * want to let the default value. Thanks.
|
|
|
+ * want to leave it at the default value. Thanks.
|
|
|
*/
|
|
|
aiProcess_CalcTangentSpace = 0x1,
|
|
|
|
|
@@ -98,7 +98,7 @@ enum aiPostProcessSteps
|
|
|
*
|
|
|
* You'll probably want to consider this flag if you use Direct3D for
|
|
|
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
|
|
|
- * setting and boundles all conversions typically required for D3D-based
|
|
|
+ * setting and bundles all conversions typically required for D3D-based
|
|
|
* applications.
|
|
|
*/
|
|
|
aiProcess_MakeLeftHanded = 0x4,
|
|
@@ -134,7 +134,7 @@ enum aiPostProcessSteps
|
|
|
* they're already there (loaded from the source asset). By using this
|
|
|
* step you can make sure they are NOT there.
|
|
|
*
|
|
|
- * This flag is a poor one, mainly because it's purpose is usually
|
|
|
+ * This flag is a poor one, mainly because its purpose is usually
|
|
|
* misunderstood. Consider the following case: a 3d model has been exported
|
|
|
* from a CAD app, it has per-face vertex colors. Vertex positions can't be
|
|
|
* shared, thus the #aiProcess_JoinIdenticalVertices step fails to
|
|
@@ -286,7 +286,7 @@ enum aiPostProcessSteps
|
|
|
* Several material settings not contributing to the final appearance of
|
|
|
* a surface are ignored in all comparisons ... the material name is
|
|
|
* one of them. So, if you're passing additional information through the
|
|
|
- * content pipeline (probably using using *magic* material names), don't
|
|
|
+ * content pipeline (probably using *magic* material names), don't
|
|
|
* specify this flag. Alternatively take a look at the
|
|
|
* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
|
|
|
*/
|
|
@@ -369,7 +369,7 @@ enum aiPostProcessSteps
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
|
/** <hr>This step converts non-UV mappings (such as spherical or
|
|
|
- * cylindrical apping) to proper texture coordinate channels.
|
|
|
+ * cylindrical mapping) to proper texture coordinate channels.
|
|
|
*
|
|
|
* Most applications will support UV mapping only, so you will
|
|
|
* probably want to specify this step in every case. Note tha Assimp is not
|
|
@@ -379,7 +379,7 @@ enum aiPostProcessSteps
|
|
|
* lightwave, modo, ... are able to achieve this.
|
|
|
*
|
|
|
* @note If this step is not requested, you'll need to process the
|
|
|
- * <tt>#AI_MATKEY_MAPPING<7tt> material property in order to display all assets
|
|
|
+ * <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
|
|
|
* properly.
|
|
|
*/
|
|
|
aiProcess_GenUVCoords = 0x40000,
|
|
@@ -406,7 +406,7 @@ enum aiPostProcessSteps
|
|
|
* with references to the first mesh.
|
|
|
*
|
|
|
* This step takes a while, don't use it if you have no time.
|
|
|
- * It's main purpose is to workaround the limitation that many export
|
|
|
+ * Its main purpose is to workaround the limitation that many export
|
|
|
* file formats don't support instanced meshes, so exporters need to
|
|
|
* duplicate meshes. This step removes the duplicates again. Please
|
|
|
* note that Assimp does currently not support per-node material
|
|
@@ -436,7 +436,7 @@ enum aiPostProcessSteps
|
|
|
*
|
|
|
* Node names can be lost during this step. If you use special 'tag nodes'
|
|
|
* to pass additional information through your content pipeline, use the
|
|
|
- * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST<7tt> setting to specify a list of node
|
|
|
+ * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node
|
|
|
* names you want to be kept. Nodes matching one of the names in this list won't
|
|
|
* be touched or modified.
|
|
|
*
|
|
@@ -470,7 +470,7 @@ enum aiPostProcessSteps
|
|
|
*
|
|
|
* You'll probably want to consider this flag if you use Direct3D for
|
|
|
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
|
|
|
- * setting and boundles all conversions typically required for D3D-based
|
|
|
+ * setting and bundles all conversions typically required for D3D-based
|
|
|
* applications.
|
|
|
*/
|
|
|
aiProcess_FlipUVs = 0x800000,
|
|
@@ -500,6 +500,7 @@ enum aiPostProcessSteps
|
|
|
* @brief Shortcut flag for Direct3D-based applications.
|
|
|
*
|
|
|
* Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
|
|
|
+ * #aiProcess_FlipWindingOrder flags.
|
|
|
* The output data matches Direct3D's conventions: left-handed geometry, upper-left
|
|
|
* origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
|
|
|
*
|
|
@@ -572,7 +573,7 @@ enum aiPostProcessSteps
|
|
|
*
|
|
|
* This preset enables almost every optimization step to achieve perfectly
|
|
|
* optimized data. It's your choice for level editor environments where import speed
|
|
|
- * doesn't care.
|
|
|
+ * is not important.
|
|
|
*
|
|
|
* If you're using DirectX, don't forget to combine this value with
|
|
|
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
|