Uncommented assimp preprocessing flags

This commit is contained in:
Xiao Qi 2023-01-17 13:24:50 +08:00
parent 3482688718
commit b99c9e6ebf
1 changed files with 11 additions and 11 deletions

View File

@ -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())