Open Asset Import Library
Notes:

1.	DirectX-Loader:
DirectX files have no well-defined way to deal with multiple textures for one asset. If an asset has assigned multiple textures they are simply stored as a list of texture files. To determine the type of a texture ASSIMP is using the following algorithm:
-	If the filename of a texture contains ‚bump‘ or ‚height‘ (case-insensitive) it is assumed to b e a height map.
-	If the filename of a texture contains ‚NM‘ or ‚normal‘ (case-insensitive) it is assumed to b e a normal map.
-	If the filename of a texture contains ‚spec ‘ or ‚glanz‘ (case-insensitive) it is assumed to b e a specular color texture
-	If the filename of a texture contains ‚ambi ‘ or ‚umgebungsfarbe‘ (case-insensitive) it is assumed to b e an ambient color texture
-	If the filename of a texture contains ‚emissive ‘ or ‚self‘ (case-insensitive) it is assumed to b e an emissive color texture
Before using the loader make sure the X-exporter you’re using is writing multiple textures if existing.

2.	3DS-Loader:
Some 3ds files seem to contain invalid transformations/rotations (which is not handled properly by the ASSIMP loader). However, some modelers are able to read and write these files correctly. Any information/hint how to solve this is highly appreciated.