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- # Dummy value.
- #
- # No texture, but the value to be used as 'texture semantic'
- # (#aiMaterialProperty::mSemantic) for all material properties
- # # not* related to textures.
- #
- aiTextureType_NONE = 0x0
- # The texture is combined with the result of the diffuse
- # lighting equation.
- #
- aiTextureType_DIFFUSE = 0x1
- # The texture is combined with the result of the specular
- # lighting equation.
- #
- aiTextureType_SPECULAR = 0x2
- # The texture is combined with the result of the ambient
- # lighting equation.
- #
- aiTextureType_AMBIENT = 0x3
- # The texture is added to the result of the lighting
- # calculation. It isn't influenced by incoming light.
- #
- aiTextureType_EMISSIVE = 0x4
- # The texture is a height map.
- #
- # By convention, higher gray-scale values stand for
- # higher elevations from the base height.
- #
- aiTextureType_HEIGHT = 0x5
- # The texture is a (tangent space) normal-map.
- #
- # Again, there are several conventions for tangent-space
- # normal maps. Assimp does (intentionally) not
- # distinguish here.
- #
- aiTextureType_NORMALS = 0x6
- # The texture defines the glossiness of the material.
- #
- # The glossiness is in fact the exponent of the specular
- # (phong) lighting equation. Usually there is a conversion
- # function defined to map the linear color values in the
- # texture to a suitable exponent. Have fun.
- #
- aiTextureType_SHININESS = 0x7
- # The texture defines per-pixel opacity.
- #
- # Usually 'white' means opaque and 'black' means
- # 'transparency'. Or quite the opposite. Have fun.
- #
- aiTextureType_OPACITY = 0x8
- # Displacement texture
- #
- # The exact purpose and format is application-dependent.
- # Higher color values stand for higher vertex displacements.
- #
- aiTextureType_DISPLACEMENT = 0x9
- # Lightmap texture (aka Ambient Occlusion)
- #
- # Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
- # covered by this material property. The texture contains a
- # scaling value for the final color value of a pixel. Its
- # intensity is not affected by incoming light.
- #
- aiTextureType_LIGHTMAP = 0xA
- # Reflection texture
- #
- # Contains the color of a perfect mirror reflection.
- # Rarely used, almost never for real-time applications.
- #
- aiTextureType_REFLECTION = 0xB
- # Unknown texture
- #
- # A texture reference that does not match any of the definitions
- # above is considered to be 'unknown'. It is still imported
- # but is excluded from any further postprocessing.
- #
- aiTextureType_UNKNOWN = 0xC
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