Files
assimp/tools/assimp_view/RenderOptions.h
aramis_acg c865999420 Collada
- collada 1.5.0 textures are readable now
 - cube and volume maps and mip initializations are skipped
Material system
 - unified texture types. Added lightmap, displacement, reflection and 'unknown'. Everyone should be happy now (intending to remove ambient textures from the API).

ComputeUV
  Changed mapping axis property to vec3 
  Adapted step
   WARN: produces mirrored uv coords now. LH issue.

IRR  
  Updated to new texture types

3DS
  Updated to new texture types

NFF
  Updated to new texture types

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@340 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-02-11 20:56:05 +00:00

77 lines
1.8 KiB
C++

//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
*/
//-------------------------------------------------------------------------------
#if (!defined AV_RO_H_INCLUDED)
#define AV_RO_H_INCLUDED
//-------------------------------------------------------------------------------
/** \brief Class to manage render options. One global instance
*/
//-------------------------------------------------------------------------------
class RenderOptions
{
public:
// enumerates different drawing modi. POINT is currently
// not supported and probably will never be.
enum DrawMode {NORMAL, WIREFRAME, POINT};
inline RenderOptions (void) :
bMultiSample (true),
bSuperSample (false),
bRenderMats (true),
bRenderNormals (false),
eDrawMode (NORMAL),
b3Lights (false),
bLightRotate (false),
bRotate (true),
bLowQuality (false),
bNoSpecular (false),
bStereoView (false),
bCulling (false),
bSkeleton (false) {}
bool bMultiSample;
// SuperSampling has not yet been implemented
bool bSuperSample;
// Display the real material of the object
bool bRenderMats;
// Render the normals
bool bRenderNormals;
// Use 2 directional light sources
bool b3Lights;
// Automatically rotate the light source(s)
bool bLightRotate;
// Automatically rotate the asset around its origin
bool bRotate;
// use standard lambertian lighting
bool bLowQuality;
// disable specular lighting got all elements in the scene
bool bNoSpecular;
// enable stereo view
bool bStereoView;
// wireframe or solid rendering?
DrawMode eDrawMode;
bool bCulling,bSkeleton;
};
#endif // !! IG