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@@ -85,7 +85,7 @@ as long as you retain the license information and take own responsibility for wh
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the LICENSE file.
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You can find test models for almost all formats in the <assimp_root>/test/models directory. Beware, they're *free*,
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-but not all of them are *open-source*. If there's an accompagning '<file>\source.txt' file don't forget to read it.
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+but not all of them are *open-source*. If there's an accompanying '<file>\source.txt' file don't forget to read it.
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@section main_install Installation
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@@ -687,7 +687,7 @@ There are two cases:
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format such as DDS or PNG. The term "compressed" does not mean that the texture data must
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actually be compressed, however the texture was found in the model file as if it was stored in a
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separate file on the harddisk. Appropriate decoders (such as libjpeg, libpng, D3DX, DevIL) are
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- required to load theses textures. aiTexture::mWidth specifies the size of the texture data in
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+ required to load these textures. aiTexture::mWidth specifies the size of the texture data in
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bytes, aiTexture::pcData is a pointer to the raw image data and aiTexture::achFormatHint is
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either zeroed or contains the most common file extension of the embedded texture's format. This
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value is only set if assimp is able to determine the file format.
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@@ -1181,7 +1181,7 @@ You can get assigned shader sources by using the following material keys:
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<li>AI_MATKEY_SHADER_VERTEX</li> Assigned vertex shader code stored as a string.
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<li>AI_MATKEY_SHADER_FRAGMENT</li> Assigned fragment shader code stored as a string.
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<li>AI_MATKEY_SHADER_GEO</li> Assigned geometry shader code stored as a string.
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-<li>AI_MATKEY_SHADER_TESSELATION</li> Assigned tesselation shader code stored as a string.
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+<li>AI_MATKEY_SHADER_TESSELATION</li> Assigned tessellation shader code stored as a string.
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<li>AI_MATKEY_SHADER_PRIMITIVE</li> Assigned primitive shader code stored as a string.
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<li>AI_MATKEY_SHADER_COMPUTE</li> Assigned compute shader code stored as a string.
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@@ -1359,7 +1359,7 @@ When filing bugs on the Blender loader, always give the Blender version (or, eve
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This section contains implementation notes on the IFC-STEP importer.
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@subsection ifc_overview Overview
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-The library provides a partial implementation of the IFC2x3 industry standard for automatized exchange of CAE/architectural
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+The library provides a partial implementation of the IFC2x3 industry standard for automated exchange of CAE/architectural
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data sets. See http://en.wikipedia.org/wiki/Industry_Foundation_Classes for more information on the format. We aim
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at getting as much 3D data out of the files as possible.
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@@ -1503,7 +1503,7 @@ like Windows and Linux ( 32 bit and 64 bit ).
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</li>
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<li>
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Provide some _free_ test models in <tt><root>/test/models/<FormatName>/</tt> and credit their authors.
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-Test files for a file format shouldn't be too large (<i>~500 KiB in total</i>), and not too repetive. Try to cover all format features with test data.
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+Test files for a file format shouldn't be too large (<i>~500 KiB in total</i>), and not too repetitive. Try to cover all format features with test data.
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</li>
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<li>
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Done! Please, share your loader that everyone can profit from it!
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