Uncommented assimp preprocessing flags
This commit is contained in:
parent
3482688718
commit
b99c9e6ebf
|
@ -257,17 +257,17 @@ namespace SH_COMP
|
||||||
|
|
||||||
void MeshCompiler::LoadFromFile(AssetPath path, ModelAsset& asset) noexcept
|
void MeshCompiler::LoadFromFile(AssetPath path, ModelAsset& asset) noexcept
|
||||||
{
|
{
|
||||||
const aiScene* scene = aiImporter.ReadFile(path.string().c_str(), 0
|
const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
|
||||||
//aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
|
aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
|
||||||
//| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
|
| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
|
||||||
//| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
|
| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
|
||||||
//| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
|
| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
|
||||||
//| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
|
| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
|
||||||
//| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
|
| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
|
||||||
//| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
|
| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
|
||||||
//| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
|
| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
|
||||||
//| aiProcess_ValidateDataStructure // checks all bones, animations and vertices are linked correctly
|
| aiProcess_ValidateDataStructure // checks all bones, animations and vertices are linked correctly
|
||||||
//| aiProcess_LimitBoneWeights // Limit number of bones effect vertices to 4
|
| aiProcess_LimitBoneWeights // Limit number of bones effect vertices to 4
|
||||||
);
|
);
|
||||||
|
|
||||||
if (!scene || !scene->HasMeshes())
|
if (!scene || !scene->HasMeshes())
|
||||||
|
|
Loading…
Reference in New Issue