|
@@ -223,6 +223,21 @@ If you're working with the provided solutions for Visual Studio use the <i>-nobo
|
|
|
See the @link assimp_st next @endlink section
|
|
|
for more details.
|
|
|
|
|
|
+
|
|
|
+@section assimp_make Build with MAKE
|
|
|
+
|
|
|
+To build Assimp with MAKE, navigate to the <tt>code</tt> directory and run
|
|
|
+@code
|
|
|
+make
|
|
|
+@endcode
|
|
|
+respectively
|
|
|
+@code
|
|
|
+make -fmakefile.mingw
|
|
|
+@endcode
|
|
|
+for mingw-make. For a <i>-noboost</i>-Build, append
|
|
|
+@codeNOBOOST=1
|
|
|
+@endcode
|
|
|
+
|
|
|
@section assimp_st Single-threaded build
|
|
|
|
|
|
-- currently there is no difference between single-thread and normal builds --
|
|
@@ -559,8 +574,8 @@ ASSIMP::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link
|
|
|
for further information on how to use the library.
|
|
|
|
|
|
By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In
|
|
|
-this coordinate system, +X points to the right, +Y points away from the viewer into the screen and
|
|
|
-+Z points upwards. Several modeling packages such as 3D Studio Max use this coordinate system as well.
|
|
|
+this coordinate system, +X points to the right, -Z points away from the viewer into the screen and
|
|
|
++Y points upwards. Several modeling packages such as 3D Studio Max use this coordinate system as well (or a rotated variant of it).
|
|
|
By contrast, some other environments use left-handed coordinate systems, a prominent example being
|
|
|
DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
|
|
|
#aiProcess_MakeLeftHanded flag to the ReadFile() function call.
|