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@@ -126,22 +126,28 @@ DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
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// get current time
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// get current time
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double fCur = (double)timeGetTime();
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double fCur = (double)timeGetTime();
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- // Remove allline and point meshes from the import
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- aiSetImportPropertyInteger(AI_CONFIG_PP_SBP_REMOVE,
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+ // Remove all line and point meshes from the import
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+ aiSetImportPropertyInteger(AI_CONFIG_PP_SBP_REMOVE,
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aiPrimitiveType_LINE | aiPrimitiveType_POINT);
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aiPrimitiveType_LINE | aiPrimitiveType_POINT);
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- // call ASSIMPs C-API to load the file
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+ // Call ASSIMPs C-API to load the file
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g_pcAsset->pcScene = (aiScene*)aiImportFile(g_szFileName,
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g_pcAsset->pcScene = (aiScene*)aiImportFile(g_szFileName,
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- aiProcess_CalcTangentSpace | // calculate tangents and bitangents
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- aiProcess_JoinIdenticalVertices | // join identical vertices
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- aiProcess_Triangulate | // triangulate n-polygons
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- aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing
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- aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space
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- aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes
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- aiProcess_ValidateDataStructure | aiProcess_ImproveCacheLocality
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- | aiProcess_RemoveRedundantMaterials | aiProcess_SortByPType |
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- aiProcess_FindDegenerates | aiProcess_FindInvalidData |
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- aiProcess_GenUVCoords | aiProcess_TransformUVCoords); // validate the output data structure
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+ aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible
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+ aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing
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+ aiProcess_Triangulate | // triangulate polygons with more than 3 edges
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+ aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing
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+ aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space
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+ aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes
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+ aiProcess_ValidateDataStructure | // perform a full validation of the loader's output
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+ aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices
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+ aiProcess_RemoveRedundantMaterials | // remove redundant materials
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+ aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives
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+ aiProcess_FindDegenerates | // remove degenerated polygons from the import
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+ aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors
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+ aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs
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+ aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...)
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+// aiProcess_PreTransformVertices |
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+ 0);
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// get the end time of zje operation, calculate delta t
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// get the end time of zje operation, calculate delta t
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double fEnd = (double)timeGetTime();
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double fEnd = (double)timeGetTime();
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