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authorPaul Lemire <paul.lemire@kdab.com>2014-05-26 10:35:32 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-06-04 10:09:11 +0200
commit1cb807d440cc0d434bfd02fd0c699447b788b8ba (patch)
treef28f64fba6ebb30449c3301a75bba2b233b1f34e /src/3rdparty/assimp/include/assimp/postprocess.h
parenta45b8308ada361872502a678a12f08cff1760c64 (diff)
Upgrade to Assimp 3.1
https://github.com/assimp/assimp/releases/tag/v3.1 This commit imports assimp 3.1, including CHANGES, CREDITS, LICENSE, README, Readme.md, revision.h and code, contrib, include directories. contrib/zlib was excluded. assimp.pri was also updated. Uses zlib from system or qt instead of contrib/zlib. Task-number: QTBUG-39251 Change-Id: Ia0b446dcd9bc867d65897b9e2b157f6544ccaeac Reviewed-by: Liang Qi <liang.qi@digia.com> Reviewed-by: Sean Harmer <sean.harmer@kdab.com> Reviewed-by: Lars Knoll <lars.knoll@digia.com>
Diffstat (limited to 'src/3rdparty/assimp/include/assimp/postprocess.h')
-rw-r--r--src/3rdparty/assimp/include/assimp/postprocess.h48
1 files changed, 25 insertions, 23 deletions
diff --git a/src/3rdparty/assimp/include/assimp/postprocess.h b/src/3rdparty/assimp/include/assimp/postprocess.h
index 26060a70f..0eb9abea9 100644
--- a/src/3rdparty/assimp/include/assimp/postprocess.h
+++ b/src/3rdparty/assimp/include/assimp/postprocess.h
@@ -54,7 +54,10 @@ extern "C" {
/** @enum aiPostProcessSteps
* @brief Defines the flags for all possible post processing steps.
*
- * @see Importer::ReadFile
+ * @note Some steps are influenced by properties set on the Assimp::Importer itself
+ *
+ * @see Assimp::Importer::ReadFile()
+ * @see Assimp::Importer::SetPropertyInteger()
* @see aiImportFile
* @see aiImportFileEx
*/
@@ -67,7 +70,7 @@ enum aiPostProcessSteps
*
* Does nothing if a mesh does not have normals. You might want this post
* processing step to be executed if you plan to use tangent space calculations
- * such as normal mapping applied to the meshes. There's a config setting,
+ * such as normal mapping applied to the meshes. There's an importer property,
* <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
* a maximum smoothing angle for the algorithm. However, usually you'll
* want to leave it at the default value.
@@ -114,7 +117,7 @@ enum aiPostProcessSteps
* solution:
* <ul>
* <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
- * </li>Ignore all point and line meshes when you process assimp's output</li>
+ * <li>Ignore all point and line meshes when you process assimp's output</li>
* </ul>
*/
aiProcess_Triangulate = 0x8,
@@ -124,7 +127,7 @@ enum aiPostProcessSteps
* light sources, cameras, textures, vertex components).
*
* The components to be removed are specified in a separate
- * configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
+ * importer property, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
* if you don't need all parts of the output structure. Vertex colors
* are rarely used today for example... Calling this step to remove unneeded
* data from the pipeline as early as possible results in increased
@@ -167,7 +170,7 @@ enum aiPostProcessSteps
* they're usually already there.
*
* This flag may not be specified together with
- * #aiProcess_GenNormals. There's a configuration option,
+ * #aiProcess_GenNormals. There's a importer property,
* <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
* an angle maximum for the normal smoothing algorithm. Normals exceeding
* this limit are not smoothed, resulting in a 'hard' seam between two faces.
@@ -187,7 +190,7 @@ enum aiPostProcessSteps
*
* The split limits can (and should!) be set through the
* <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
- * settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
+ * importer properties. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
* <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
*
* Note that splitting is generally a time-consuming task, but only if there's
@@ -224,8 +227,8 @@ enum aiPostProcessSteps
* important vertex weights are removed and the remaining vertex weights are
* renormalized so that the weights still sum up to 1.
* The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
- * config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> setting to
- * supply your own limit to the post processing step.
+ * config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> importer
+ * property to supply your own limit to the post processing step.
*
* If you intend to perform the skinning in hardware, this post processing
* step might be of interest to you.
@@ -270,8 +273,8 @@ enum aiPostProcessSteps
* paper</a>).
*
* If you intend to render huge models in hardware, this step might
- * be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config
- * setting can be used to fine-tune the cache optimization.
+ * be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>
+ * importer property can be used to fine-tune the cache optimization.
*/
aiProcess_ImproveCacheLocality = 0x800,
@@ -292,7 +295,7 @@ enum aiPostProcessSteps
* So, if you're passing additional information through the
* content pipeline (probably using *magic* material names), don't
* specify this flag. Alternatively take a look at the
- * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
+ * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> importer property.
*/
aiProcess_RemoveRedundantMaterials = 0x1000,
@@ -318,9 +321,9 @@ enum aiPostProcessSteps
* returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
* especially useful for real-time rendering where point and line
* primitives are often ignored or rendered separately.
- * You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which
- * primitive types you need. This can be used to easily exclude
- * lines and points, which are rarely used, from the import.
+ * You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
+ * specify which primitive types you need. This can be used to easily
+ * exclude lines and points, which are rarely used, from the import.
*/
aiProcess_SortByPType = 0x8000,
@@ -336,9 +339,9 @@ enum aiPostProcessSteps
* <ul>
* <li>Specify the #aiProcess_FindDegenerates flag.
* </li>
- * <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will
- * cause the step to remove degenerate triangles from the import
- * as soon as they're detected. They won't pass any further
+ * <li>Set the <tt>#AI_CONFIG_PP_FD_REMOVE</tt> importer property to
+ * 1. This will cause the step to remove degenerate triangles from the
+ * import as soon as they're detected. They won't pass any further
* pipeline steps.
* </li>
* </ul>
@@ -349,7 +352,7 @@ enum aiPostProcessSteps
* <li>Specify the #aiProcess_SortByPType flag. This moves line and
* point primitives to separate meshes.
* </li>
- * <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to
+ * <li>Set the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
* @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
* @endcode to cause SortByPType to reject point
* and line meshes from the scene.
@@ -446,9 +449,9 @@ enum aiPostProcessSteps
*
* Node names can be lost during this step. If you use special 'tag nodes'
* to pass additional information through your content pipeline, use the
- * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node
- * names you want to be kept. Nodes matching one of the names in this list won't
- * be touched or modified.
+ * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> importer property to specify a
+ * list of node names you want to be kept. Nodes matching one of the names
+ * in this list won't be touched or modified.
*
* Use this flag with caution. Most simple files will be collapsed to a
* single node, so complex hierarchies are usually completely lost. This is not
@@ -620,7 +623,6 @@ enum aiPostProcessSteps
aiProcess_FindInstances | \
aiProcess_ValidateDataStructure | \
aiProcess_OptimizeMeshes | \
- aiProcess_Debone | \
0 )
@@ -628,4 +630,4 @@ enum aiPostProcessSteps
} // end of extern "C"
#endif
-#endif // AI_POSTPROCESS_H_INC \ No newline at end of file
+#endif // AI_POSTPROCESS_H_INC