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@@ -453,7 +453,7 @@ by calling it as a singleton with the requested logging-type. To see how this wo
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using namespace Assimp;
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using namespace Assimp;
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// Create a logger instance
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// Create a logger instance
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-DefaultLogger::create("",Logger::VERBOSE);
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+DefaultLogger::create("", Logger::VERBOSE);
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// Now I am ready for logging my stuff
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// Now I am ready for logging my stuff
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DefaultLogger::get()->info("this is my info-call");
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DefaultLogger::get()->info("this is my info-call");
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@@ -472,22 +472,9 @@ Just derivate your own logger from the abstract base class LogStream and overwri
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@code
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@code
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// Example stream
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// Example stream
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-class myStream :
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- public LogStream
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+class myStream : public LogStream
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{
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{
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public:
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public:
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- // Constructor
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- myStream()
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- {
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- // empty
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- }
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-
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- // Destructor
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- ~myStream()
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- {
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- // empty
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- }
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-
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// Write womethink using your own functionality
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// Write womethink using your own functionality
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void write(const char* message)
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void write(const char* message)
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{
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{
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@@ -496,10 +483,10 @@ public:
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};
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};
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// Select the kinds of messages you want to receive on this log stream
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// Select the kinds of messages you want to receive on this log stream
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-const unsigned int severity = Logger::DEBUGGING|Logger::INFO|Logger::ERR|Logger::WARN;
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+const unsigned int severity = Logger::Debugging|Logger::Info|Logger::Err|Logger::Warn;
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// Attaching it to the default logger
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// Attaching it to the default logger
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-Assimp::DefaultLogger::get()->attachStream( new myStream(), severity );
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+Assimp::DefaultLogger::get()->attachStream( new myStream, severity );
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@endcode
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@endcode
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@@ -512,10 +499,10 @@ flag set:
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@code
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@code
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unsigned int severity = 0;
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unsigned int severity = 0;
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-severity |= Logger::DEBUGGING;
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+severity |= Logger::Debugging;
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// Detach debug messages from you self defined stream
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// Detach debug messages from you self defined stream
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-Assimp::DefaultLogger::get()->attachStream( new myStream(), severity );
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+Assimp::DefaultLogger::get()->attachStream( new myStream, severity );
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@endcode
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@endcode
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@@ -743,6 +730,8 @@ need them at all.
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Normally textures used by assets are stored in separate files, however,
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Normally textures used by assets are stored in separate files, however,
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there are file formats embedding their textures directly into the model file.
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there are file formats embedding their textures directly into the model file.
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Such textures are loaded into an aiTexture structure.
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Such textures are loaded into an aiTexture structure.
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+For embedded textures, the value of `AI_MATKEY_TEXTURE(textureType, index)` will be `*<index>` where
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+`<index>` is the index of the texture in aiScene::mTextures.
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<br>
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<br>
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There are two cases:
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There are two cases:
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<br>
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<br>
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@@ -930,7 +919,7 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor
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<td><tt>TEXTURE(t,n)</tt></td>
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<td><tt>TEXTURE(t,n)</tt></td>
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<td>aiString</td>
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<td>aiString</td>
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<td>n/a</td>
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<td>n/a</td>
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- <td>Defines the path to the n'th texture on the stack 't', where 'n' is any value >= 0 and 't' is one of the #aiTextureType enumerated values.</td>
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+ <td>Defines the path of the n'th texture on the stack 't', where 'n' is any value >= 0 and 't' is one of the #aiTextureType enumerated values. Either a filepath or `*<index>`, where `<index>` is the index of an embedded texture in aiScene::mTextures.</td>
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<td>See the 'Textures' section above.</td>
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<td>See the 'Textures' section above.</td>
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</tr>
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</tr>
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