[ 2503202 ] Doc fixes. Thanks to Andy Maloney for the patch!
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@294 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -38,7 +38,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Definitions for import post processing steps */
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/** @file aiPostProcess.h
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* @brief Definitions for import post processing steps
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*/
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#ifndef AI_POSTPROCESS_H_INC
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#define AI_POSTPROCESS_H_INC
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@@ -62,7 +64,7 @@ enum aiPostProcessSteps
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/** Identifies and joins identical vertex data sets within all imported meshes.
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* After this step is run each mesh does contain only unique vertices anymore,
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* so a vertex is possibly used by multiple faces. You propably always want
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* so a vertex is possibly used by multiple faces. You usually want
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* to use this post processing step.*/
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aiProcess_JoinIdenticalVertices = 2,
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@@ -92,7 +94,7 @@ enum aiPostProcessSteps
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* The components to be removed are specified in a separate
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* configuration option, #AI_CONFIG_PP_RVC_FLAGS. This is quite useful
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* if you don't need all parts of the output structure. Especially vertex
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* colors are rarely used today ... . Calling this step to exclude unrequired
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* colors are rarely used today ... . Calling this step to exclude non-required
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* stuff from the pipeline as early as possible results in an increased
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* performance and a better optimized output data structure.
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* This step is also useful if you want to force Assimp to recompute
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@@ -128,10 +130,10 @@ enum aiPostProcessSteps
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*/
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aiProcess_SplitLargeMeshes = 0x80,
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/** Removes the node graph and pretransforms all vertices with
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/** Removes the node graph and pre-transforms all vertices with
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* the local transformation matrices of their nodes. The output
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* scene does still contain nodes, however, there is only a
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* root node with childs, each one referencing only one mesh,
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* root node with children, each one referencing only one mesh,
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* each mesh referencing one material. For rendering, you can
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* simply render all meshes in order, you don't need to pay
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* attention to local transformations and the node hierarchy.
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@@ -188,7 +190,7 @@ enum aiPostProcessSteps
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* the volume of the bounding box of all vertices without their normals.
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* This works well for most objects, problems might occur with planar
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* surfaces. However, the step tries to filter such cases.
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* The step inverts all infacing normals. Generally it is recommended
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* The step inverts all in-facing normals. Generally it is recommended
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* to enable this step, although the result is not always correct.
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*/
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aiProcess_FixInfacingNormals = 0x2000,
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@@ -211,7 +213,7 @@ enum aiPostProcessSteps
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aiProcess_OptimizeGraph = 0x4000,
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/** This step splits meshes with more than one primitive type in
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* homogenous submeshes.
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* homogeneous submeshes.
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*
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* The step is executed after the triangulation step. After the step
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* returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
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@@ -244,11 +246,11 @@ enum aiPostProcessSteps
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* cylindrical) to proper UV mapping channels.
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*
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* Most applications will support UV mapping only, so you will
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* propably want to specify this step in every case.
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* probably want to specify this step in every case.
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*/
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aiProcess_GenUVCoords = 0x40000,
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/** This step pretransforms UV coordinates by the UV transformations
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/** This step pre-transforms UV coordinates by the UV transformations
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* (such as scalings or rotations).
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*
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* UV transformations are specified per-texture - see the
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@@ -256,7 +258,7 @@ enum aiPostProcessSteps
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* This step finds all textures with transformed input UV
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* coordinates and generates a new, transformed, UV channel for it.
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* Most applications won't support UV transformations, so you will
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* propably want to specify this step in every case.
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* probably want to specify this step in every case.
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*/
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aiProcess_TransformUVCoords = 0x80000
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};
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