more information can be found in the <tt>aiPostProcess.h</tt> header.
<table border="1">
-
<tr>
<th>Parameter</th>
<th>Long parameter</th>
<td>Improve the cache locality of the vertex buffer by reordering the index buffer
to achieve a lower ACMR (average post-transform vertex cache miss ratio)</td>
</tr>
- <tr>
+ <tr>
<td><tt>-sbpt</tt></td>
<td><tt>--sort-by-ptype</tt></td>
<td>Splits meshes which consist of more than one kind of primitives (e.g. lines and triangles mixed up)
in 'clean' submeshes. </td>
</tr>
- <tr>
+ <tr>
<td><tt>-lh</tt></td>
<td><tt>--convert-to-lh</tt></td>
<td>Converts the imported data to left-handed coordinate space</td>
<td>Search the data structure for instanced meshes and replace them by references. This can
reduce vertex/face counts but the postprocessing-step takes some time.</td>
</tr>
-
- <tr>
+ <tr>
<td><tt>-og</tt></td>
<td><tt>--optimize-graph</tt></td>
<td>Simplify and optimize the scenegraph. Use it with care, all hierarchy information could be lost.
Animations remain untouched. </td>
</tr>
-
- <tr>
+ <tr>
<td><tt>-om</tt></td>
<td><tt>--optimize-meshes</tt></td>
<td>Optimize mesh usage. Meshes are merged, if possible. Very effective in combination with <tt>--optimize-graph</tt></td>
</tr>
+ <tr>
+ <td><tt>-tuv</tt></td>
+ <td><tt>--transform-uv-coords</tt></td>
+ <td>Will transform uv-coordinates if possible.</td>
+ </tr>
+ <tr>
+ <td><tt>-guv</tt></td>
+ <td><tt>--gen-uvcoords</tt></td>
+ <td>Will generate uv-coordinates for textures if possible.</td>
+ </tr>
+ <tr>
+ <td><tt>-fid</tt></td>
+ <td><tt>--find-invalid-data</tt></td>
+ <td>Will look for invalid data in the imported model structure.</td>
+ </tr>
+ <tr>
+ <td><tt>-fixn</tt></td>
+ <td><tt>--fix normals</tt></td>
+ <td>Imported normal vector will be fixed.</td>
+ </tr>
+ <tr>
+ <td><tt>-db</tt></td>
+ <td><tt>--debone</tt></td>
+ <td>Removes nearly losslessly or according to a configured threshold bones from the model.</td>
+ </tr>
+ <tr>
+ <td><tt>-sbc</tt></td>
+ <td><tt>--split-by-bone-count</tt></td>
+ <td>Split meshes with too many bones. Necessary for our (limited) hardware skinning shader.</td>
+ </tr>
</table>
For convenience some default postprocessing configurations are provided.
#include "../../code/MaterialSystem.h" // aiMaterial class
#include "../../code/StringComparison.h" // ASSIMP_stricmp and ASSIMP_strincmp
-// in order for std::min and std::max to behave properly
-/*#ifndef max
-#define max(a,b) (((a) > (b)) ? (a) : (b))
-#endif // max
-#ifndef min
-#define min(a,b) (((a) < (b)) ? (a) : (b))
-#endif // min
-*/
#include <time.h>
// default movement speed