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@@ -40,17 +40,7 @@ aiProcess_MakeLeftHanded = 0x4
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#
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# By default the imported mesh data might contain faces with more than 3
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# indices. For rendering you'll usually want all faces to be triangles.
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-# This post processing step splits up faces with more than 3 indices into
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-# triangles. Line and point primitives are #not# modified! If you want
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-# 'triangles only' with no other kinds of primitives, try the following
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-# solution:
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-# <ul>
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-# <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType <li>
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-# <li>Ignore all point and line meshes when you process assimp's output<li>
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-# <ul>
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-#
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-aiProcess_Triangulate = 0x8
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-
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+# This post processing stepaiProcess_ForceGenNormals
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## <hr>Removes some parts of the data structure (animations, materials,
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# light sources, cameras, textures, vertex components).
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#
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@@ -441,6 +431,46 @@ aiProcess_SplitByBoneCount = 0x2000000
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#
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aiProcess_Debone = 0x4000000
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+## <hr>This step will perform a global scale of the model.
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+#
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+# Some importers are providing a mechanism to define a scaling unit for the
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+# model. This post processing step can be used to do so. You need to get the
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+# global scaling from your importer settings like in FBX. Use the flag
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+# AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this.
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+#
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+# Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaling factor.
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+#
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+aiProcess_GlobalScale = 0x8000000
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+
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+## <hr>A postprocessing step to embed of textures.
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+#
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+# This will remove external data dependencies for textures.
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+# If a texture's file does not exist at the specified path
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+# (due, for instance, to an absolute path generated on another system),
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+# it will check if a file with the same name exists at the root folder
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+# of the imported model. And if so, it uses that.
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+#
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+aiProcess_EmbedTextures = 0x10000000
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+
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+##
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+#
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+aiProcess_ForceGenNormals = 0x20000000
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+
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+## <hr>Drops normals for all faces of all meshes.
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+#
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+# This is ignored if no normals are present.
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+# Face normals are shared between all points of a single face,
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+# so a single point can have multiple normals, which
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+# forces the library to duplicate vertices in some cases.
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+# #aiProcess_JoinIdenticalVertices is *senseless* then.
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+# This process gives sense back to aiProcess_JoinIdenticalVertices
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+#
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+aiProcess_DropNormals = 0x40000000,
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+
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+##
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+#
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+aiProcess_GenBoundingBoxes = 0x80000000
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+
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aiProcess_GenEntityMeshes = 0x100000
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aiProcess_OptimizeAnimations = 0x200000
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aiProcess_FixTexturePaths = 0x200000
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