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@@ -185,7 +185,8 @@ http://www.boost-consulting.com/products/free</a>. Choose the appropriate versio
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<b>If you don't want to use boost</b>, you can build against our <i>"Boost-Workaround"</i>. It consists of very small (dummy)
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implementations of the various boost utility classes used. However, you'll loose functionality (e.g. threading) by doing this.
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-So, if it is possible to use boost, you should use boost. See the @link use_noboost NoBoost @endlink for more details.
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+So, if it is possible to use boost, you should use boost. See the @link use_noboost NoBoost-Section @endlink
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+later on this page for more details.
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Once boost is working, you have to set up a project for the ASSIMP library in your favourite IDE. If you use VC2005 or
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VC2008, you can simply load the solution or project files in the workspaces/ folder, otherwise you have to create a new
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@@ -614,6 +615,14 @@ X3 Y3 Z3 T3
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being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
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in DirectX functions, you have to transpose them.
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+<hr>
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+
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+<b>11.24.09:</b> We changed the orientation of our quaternions to the most common convention to avoid confusion.
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+However, if you're a previous user of Assimp and you update the library to revisions beyond SVNREV 502,
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+you have to adapt your animation loading code to match the new quaternion orientation.
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+
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+<hr>
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+
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@section hierarchy The Node Hierarchy
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Nodes are little named entities in the scene that have a place and orientation relative to their parents.
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@@ -1406,11 +1415,16 @@ float4 PimpMyPixel (float4 prev)
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// .. and compute the final color value for this pixel
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float3 color = diff + spec + ambi;
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-
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float3 opac = EvaluateStack(opacity);
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- if (blend_func == multiply)
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- return prev
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+ // note the *slightly* strange meaning of additive and multiplicative blending here ...
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+ // those names will most likely be changed in future versions
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+ if (blend_func == add)
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+ return prev+color*opac;
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+ else if (blend_func == multiply)
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+ return prev*(1.0-opac)+prev*opac;
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+
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+ return color;
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}
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@endcode
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