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@@ -98,7 +98,7 @@ more work. Both ways are described at the @link install Installation page. @endl
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When you're done integrating the library into your IDE / project, you can now start using it. There are two separate
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interfaces by which you can access the library: a C++ interface and a C interface using flat functions. While the former
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-is easier to handle, the latter also forms a point where other programming languages can connect to. Upto the moment, though,
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+is easier to handle, the latter also forms a point where other programming languages can connect to. Up to the moment, though,
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there are no bindings for any other language provided. Have a look at the @link usage Usage page @endlink for a detailed explanation and code examples.
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@section main_data Data Structures
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@@ -137,7 +137,7 @@ If you develop at Visual Studio 2005 or 2008, you can simply use the pre-built l
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Extract all files to a place of your choice. A directory called "assimp" will be created there. Add the assimp/include path
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to your include paths (Menu->Extras->Options->Projects and Solutions->VC++ Directories->Include files)
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and the assimp/lib/<Compiler> path to your linker paths (Menu->Extras->Options->Projects and Solutions->VC++ Directories->Library files).
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-This is neccessary only once to setup all paths inside you IDE.
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+This is necessary only once to setup all paths inside you IDE.
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To use the library in your C++ project you have to include either <assimp/Importer.hpp> or <assimp/cimport.h> plus some others starting with <types.h>.
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If you set up your IDE correctly the compiler should be able to find the files. Then you have to add the linker library to your
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@@ -310,7 +310,7 @@ bool DoTheImportThing( const std::string& pFile)
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@endcode
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What exactly is read from the files and how you interpret it is described at the @ref data page. @endlink The post processing steps that the assimp library can apply to the
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-imported data are listed at #aiPostProcessSteps. See the @ref pp Post proccessing page for more details.
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+imported data are listed at #aiPostProcessSteps. See the @ref pp Post processing page for more details.
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Note that the aiScene data structure returned is declared 'const'. Yes, you can get rid of
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these 5 letters with a simple cast. Yes, you may do that. No, it's not recommended (and it's
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@@ -660,7 +660,7 @@ an index into this array.
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An aiMesh is defined by a series of data channels. The presence of these data channels is defined
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by the contents of the imported file: by default there are only those data channels present in the mesh
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-that were also found in the file. The only channels guarenteed to be always present are aiMesh::mVertices
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+that were also found in the file. The only channels guaranteed to be always present are aiMesh::mVertices
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and aiMesh::mFaces. You can test for the presence of other data by testing the pointers against NULL
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or use the helper functions provided by aiMesh. You may also specify several post processing flags
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at Importer::ReadFile() to let assimp calculate or recalculate additional data channels for you.
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@@ -753,7 +753,7 @@ both Direct3D and OpenGL (swizzling the order of the color components might be n
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RGBA8888 has been chosen because it is well-known, easy to use and natively
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supported by nearly all graphics APIs.
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<br>
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-<b>2)</b> This applies if aiTexture::mHeight == 0 is fullfilled. Then, texture is stored in a
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+<b>2)</b> This applies if aiTexture::mHeight == 0 is fulfilled. Then, texture is stored in a
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"compressed" format such as DDS or PNG. The term "compressed" does not mean that the
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texture data must actually be compressed, however the texture was found in the
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model file as if it was stored in a separate file on the harddisk. Appropriate
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@@ -780,7 +780,7 @@ presence of certain properties in a material and retrieve their values.
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@section mat_tex Textures
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-Textures are organized in stacks, each stack being evaluated independently. The final color value from a particular texture stack is used in the shading equation. For example, the computed color value of the diffuse texture stack (aiTextureType_DIFFUSE) is multipled with the amount of incoming diffuse light to obtain the final diffuse color of a pixel.
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+Textures are organized in stacks, each stack being evaluated independently. The final color value from a particular texture stack is used in the shading equation. For example, the computed color value of the diffuse texture stack (aiTextureType_DIFFUSE) is multiplied with the amount of incoming diffuse light to obtain the final diffuse color of a pixel.
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@code
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@@ -938,7 +938,7 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor
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<td><tt>TEXBLEND(t,n)</tt></td>
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<td>float</td>
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<td>n/a</td>
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- <td>Defines the strength the n'th texture on the stack 't'. All color components (rgb) are multipled with this factor *before* any further processing is done.</td>
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+ <td>Defines the strength the n'th texture on the stack 't'. All color components (rgb) are multiplied with this factor *before* any further processing is done.</td>
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<td>-</td>
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</tr>
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@@ -1466,7 +1466,7 @@ The skeleton file must have the same name as the mesh file, e.g. fish.mesh.xml a
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The material file can have the same name as the mesh file (if the file is model.mesh or model.mesh.xml the
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loader will try to load model.material),
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or you can use Importer::Importer::SetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "materiafile.material")
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-to specify the name of the material file. This is especially usefull if multiply materials a stored in a single file.
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+to specify the name of the material file. This is especially useful if multiply materials a stored in a single file.
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The importer will first try to load the material with the same name as the mesh and only if this can't be open try
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to load the alternate material file. The default material filename is "Scene.material".
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@@ -1574,7 +1574,7 @@ But the general rule of thumb is <i>be strict in what you write and tolerant in
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<ul>
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<li>
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-Take care of endianess issues! Assimp importers mostly support big-endian platforms, which define the <tt>AI_BUILD_BIG_ENDIAN</tt> constant.
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+Take care of endianness issues! Assimp importers mostly support big-endian platforms, which define the <tt>AI_BUILD_BIG_ENDIAN</tt> constant.
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See the next section for a list of utilities to simplify this task.
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</li>
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<li>
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