[ 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
This commit is contained in:
aramis_acg
2009-01-13 18:58:07 +00:00
parent 607356a844
commit d416a5d7b6
31 changed files with 207 additions and 167 deletions

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