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@@ -51,7 +51,7 @@ extern "C" {
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/** Defines the flags for all possible post processing steps. */
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enum aiPostProcessSteps
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{
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- /** Calculates the binormals and tangents for the imported meshes. Does nothing
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+ /** Calculates the tangents and bitangents for the imported meshes. Does nothing
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* if a mesh does not have normals. You might want this post processing step to be
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* executed if you plan to use tangent space calculations such as normal mapping
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* applied to the meshes.
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@@ -66,10 +66,10 @@ enum aiPostProcessSteps
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/** Converts all the imported data to a left-handed coordinate space such as
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* the DirectX coordinate system. By default the data is returned in a right-handed
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- * coordinate space which for example OpenGL preferres. In this space, +X points to the
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- * right, +Y points upwards and +Z points to the viewer. In the DirectX coordinate space
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- * +X points to the right, +Y points upwards and +Z points away from the viewer
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- * into the screen.
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+ * coordinate space which for example OpenGL prefers. In this space, +X points to the
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+ * right, +Y points towards the viewer and and +Z points upwards. In the DirectX
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+ * coordinate space +X points to the right, +Y points upwards and +Z points
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+ * away from the viewer.
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*/
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aiProcess_ConvertToLeftHanded = 4,
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@@ -80,14 +80,12 @@ enum aiPostProcessSteps
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*/
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aiProcess_Triangulate = 8,
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-
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/** Omits all normals found in the file. This can be used together
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* with either the aiProcess_GenNormals or the aiProcess_GenSmoothNormals
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* flag to force the recomputation of the normals.
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*/
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aiProcess_KillNormals = 0x10,
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-
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/** Generates normals for all faces of all meshes. The normals are shared
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* between the three vertices of a face. This is ignored
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* if normals are already existing. This flag may not be specified together
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@@ -95,14 +93,12 @@ enum aiPostProcessSteps
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*/
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aiProcess_GenNormals = 0x20,
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-
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/** Generates smooth normals for all vertices in the mesh. This is ignored
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* if normals are already existing. This flag may not be specified together
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* with aiProcess_GenNormals
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*/
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aiProcess_GenSmoothNormals = 0x40,
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-
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/** Splits large meshes into submeshes
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* This is quite useful for realtime rendering where the number of vertices
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* is usually limited by the video driver.
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@@ -142,4 +138,4 @@ aiReturn aiSetTriangleSplitLimit(unsigned int pLimit);
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} // end of extern "C"
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#endif
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-#endif // AI_POSTPROCESS_H_INC
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+#endif // AI_POSTPROCESS_H_INC
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