add missing constants (#6116)
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
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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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# 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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## <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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aiProcess_ForceGenNormals = 0x20000000
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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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aiProcess_GenBoundingBoxes = 0x80000000
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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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