Assimp  v4.1. (December 2018)
assimp::postprocess Namespace Reference

Definitions for import post processing steps. More...

Variables

const aiPostProcessSteps AI_PROCESS_CONVERT_TO_LEFT_HANDED
 Shortcut flag for Direct3D-based applications. More...
 
const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_FAST
 Default postprocess configuration optimizing the data for real-time rendering. More...
 
const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_MAX_QUALITY
 Default postprocess configuration optimizing the data for real-time rendering. More...
 
const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_QUALITY
 Default postprocess configuration optimizing the data for real-time rendering. More...
 
 C
 

Detailed Description

Definitions for import post processing steps.

Variable Documentation

◆ AI_PROCESS_CONVERT_TO_LEFT_HANDED

const aiPostProcessSteps assimp::postprocess::AI_PROCESS_CONVERT_TO_LEFT_HANDED
Initial value:
=
aiProcess.MakeLeftHanded |
aiProcess.FlipUVs |
aiProcess.FlipWindingOrder

Shortcut flag for Direct3D-based applications.

Combines the MakeLeftHanded, FlipUVs and FlipWindingOrder flags. The output data matches Direct3D's conventions: left-handed geometry, upper-left origin for UV coordinates and clockwise face order, suitable for CCW culling.

◆ AI_PROCESS_PRESET_TARGET_REALTIME_FAST

const aiPostProcessSteps assimp::postprocess::AI_PROCESS_PRESET_TARGET_REALTIME_FAST
Initial value:
=
aiProcess.CalcTangentSpace |
aiProcess.GenNormals |
aiProcess.JoinIdenticalVertices |
aiProcess.Triangulate |
aiProcess.GenUVCoords |
aiProcess.SortByPType

Default postprocess configuration optimizing the data for real-time rendering.

Applications would want to use this preset to load models on end-user PCs, maybe for direct use in game.

If you're using DirectX, don't forget to combine this value with the ConvertToLeftHanded step. If you don't support UV transformations in your application, apply the TransformUVCoords step, too.

Note: Please take the time to read the doc for the steps enabled by this preset. Some of them offer further configurable properties, some of them might not be of use for you so it might be better to not specify them.

◆ AI_PROCESS_PRESET_TARGET_REALTIME_MAX_QUALITY

const aiPostProcessSteps assimp::postprocess::AI_PROCESS_PRESET_TARGET_REALTIME_MAX_QUALITY
Initial value:
=
aiProcess.FindInstances |
aiProcess.ValidateDataStructure |
aiProcess.OptimizeMeshes
const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_QUALITY
Default postprocess configuration optimizing the data for real-time rendering.
Definition: postprocess.d:560

Default postprocess configuration optimizing the data for real-time rendering.

This preset enables almost every optimization step to achieve perfectly optimized data. It's your choice for level editor environments where import speed is not important.

If you're using DirectX, don't forget to combine this value with the ConvertToLeftHanded step. If you don't support UV transformations in your application, apply the TransformUVCoords step, too.

Note: Please take the time to read the doc for the steps enabled by this preset. Some of them offer further configurable properties, some of them might not be of use for you so it might be better to not specify them.

◆ AI_PROCESS_PRESET_TARGET_REALTIME_QUALITY

const aiPostProcessSteps assimp::postprocess::AI_PROCESS_PRESET_TARGET_REALTIME_QUALITY
Initial value:
=
aiProcess.CalcTangentSpace |
aiProcess.GenSmoothNormals |
aiProcess.JoinIdenticalVertices |
aiProcess.ImproveCacheLocality |
aiProcess.LimitBoneWeights |
aiProcess.RemoveRedundantMaterials |
aiProcess.SplitLargeMeshes |
aiProcess.Triangulate |
aiProcess.GenUVCoords |
aiProcess.SortByPType |
aiProcess.FindDegenerates |
aiProcess.FindInvalidData

Default postprocess configuration optimizing the data for real-time rendering.

Unlike AI_PROCESS_PRESET_TARGET_REALTIME_FAST, this configuration performs some extra optimizations to improve rendering speed and to minimize memory usage. It could be a good choice for a level editor environment where import speed is not so important.

If you're using DirectX, don't forget to combine this value with the ConvertToLeftHanded step. If you don't support UV transformations in your application, apply the TransformUVCoords step, too.

Note: Please take the time to read the doc for the steps enabled by this preset. Some of them offer further configurable properties, some of them might not be of use for you so it might be better to not specify them.

◆ C

assimp::postprocess::C
extern