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Diffstat (limited to 'src/mesh/assimp-master/port/dAssimp/assimp/config.d')
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diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/config.d b/src/mesh/assimp-master/port/dAssimp/assimp/config.d deleted file mode 100644 index 761156b..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/config.d +++ /dev/null @@ -1,705 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Defines constants for configurable properties for the library. - * - * These are set via <code>aiSetImportPropertyInteger()</code>, - * <code>aiSetImportPropertyFloat()</code> and - * <code>aiSetImportPropertyString()</code>. - */ -module assimp.config; - -extern ( C ) { - /* - * Library settings. - * - * General, global settings. - */ - - /** - * Enables time measurements. - * - * If enabled, measures the time needed for each part of the loading - * process (i.e. IO time, importing, postprocessing, ..) and dumps these - * timings to the DefaultLogger. See the performance page in the main - * Assimp docs information on this topic. - * - * Property type: bool. Default value: false. - */ - const char* AI_CONFIG_GLOB_MEASURE_TIME = "GLOB_MEASURE_TIME"; - - version( none ) { // not implemented yet - /** - * Set Assimp's multithreading policy. - * - * This setting is ignored if Assimp was built without boost.thread support - * (<code>ASSIMP_BUILD_NO_THREADING</code>, which is implied by - * <code>ASSIMP_BUILD_BOOST_WORKAROUND</code>). - * - * Possible values are: -1 to let Assimp decide what to do, 0 to disable - * multithreading entirely and any number larger than 0 to force a specific - * number of threads. Assimp is always free to ignore this settings, which - * is merely a hint. Usually, the default value (-1) will be fine. However, - * if Assimp is used concurrently from multiple user threads, it might be - * useful to limit each Importer instance to a specific number of cores. - * - * For more information, see the threading page in the main Assimp docs. - * - * Property type: int, default value: -1. - */ - const char* AI_CONFIG_GLOB_MULTITHREADING = "GLOB_MULTITHREADING"; - } - - - /* - * Post processing settings. - * - * Various options to fine-tune the behavior of a specific post processing step. - */ - - /** - * Specifies the maximum angle that may be between two vertex tangents that - * their tangents and bitangents are smoothed. - * - * This applies to the <code>CalcTangentSpace</code> step. The angle is - * specified in degrees, so 180 corresponds to PI radians. - * - * The default value is 45, the maximum value is 175. - * - * Property type: float. - */ - const char* AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE = "PP_CT_MAX_SMOOTHING_ANGLE"; - - /** - * Specifies the maximum angle that may be between two face normals at the - * same vertex position that their are smoothed together. Sometimes referred - * to as 'crease angle'. - * - * This applies to the <code>GenSmoothNormals</code> step. The angle is - * specified in degrees, so 180 corresponds to PI radians. - * - * The default value is 175 degrees (all vertex normals are smoothed), the - * maximum value is 175, too. - * - * Property type: float. - * - * Warning: - * Setting this option may cause a severe loss of performance. The - * performance is unaffected if the <code>AI_CONFIG_FAVOUR_SPEED</code> - * flag is set but the output quality may be reduced. - */ - const char* AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE = "PP_GSN_MAX_SMOOTHING_ANGLE"; - - /** - * Sets the colormap (= palette) to be used to decode embedded textures in - * MDL (Quake or 3DGS) files. - * - * This must be a valid path to a file. The file is 768 (256*3) bytes large - * and contains RGB triplets for each of the 256 palette entries. The - * default value is colormap.lmp. If the file is not found, a default - * palette (from Quake 1) is used. - * - * Property type: string. - */ - const char* AI_CONFIG_IMPORT_MDL_COLORMAP = "IMPORT_MDL_COLORMAP"; - - /** - * Configures the <code>RemoveRedundantMaterials</code> step to keep - * materials matching a name in a given list. - * - * This is a list of 1 to n strings, ' ' serves as delimiter character. - * Identifiers containing whitespaces must be enclosed in <em>single</em> - * quotation marks. For example: <code> - * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</code>. - * Linefeeds, tabs or carriage returns are treated as whitespace. - * - * If a material matches on of these names, it will not be modified or - * removed by the postprocessing step nor will other materials be replaced - * by a reference to it. - * - * This option might be useful if you are using some magic material names - * to pass additional semantics through the content pipeline. This ensures - * they won't be optimized away, but a general optimization is still - * performed for materials not contained in the list. - * - * Default value: n/a - * - * Property type: string. - * - * Note: Material names are case sensitive. - */ - const char* AI_CONFIG_PP_RRM_EXCLUDE_LIST = "PP_RRM_EXCLUDE_LIST"; - - /** - * Configures the <code>PretransformVertices</code> step to keep the scene - * hierarchy. Meshes are moved to worldspace, but no optimization is - * performed (meshes with equal materials are not joined, the total number - * of meshes will not change). - * - * This option could be of use for you if the scene hierarchy contains - * important additional information which you intend to parse. - * For rendering, you can still render all meshes in the scene without - * any transformations. - * - * Default value: false. - * - * Property type: bool. - */ - const char* AI_CONFIG_PP_PTV_KEEP_HIERARCHY = "PP_PTV_KEEP_HIERARCHY"; - - /** - * Configures the <code>PretransformVertices</code> step to normalize all - * vertex components into the -1...1 range. That is, a bounding box for the - * whole scene is computed, the maximum component is taken and all meshes - * are scaled appropriately (uniformly of course!). - * - * This might be useful if you don't know the spatial dimension of the input - * data. - */ - const char* AI_CONFIG_PP_PTV_NORMALIZE = "PP_PTV_NORMALIZE"; - - /** - * Configures the <code>FindDegenerates</code> step to remove degenerated - * primitives from the import – immediately. - * - * The default behaviour converts degenerated triangles to lines and - * degenerated lines to points. See the documentation to the - * <code>FindDegenerates</code> step for a detailed example of the various - * ways to get rid of these lines and points if you don't want them. - * - * Default value: false. - * - * Property type: bool. - */ - const char* AI_CONFIG_PP_FD_REMOVE = "PP_FD_REMOVE"; - - /** - * Configures the <code>OptimizeGraph</code> step to preserve nodes matching - * a name in a given list. - * - * This is a list of 1 to n strings, ' ' serves as delimiter character. - * Identifiers containing whitespaces must be enclosed in <em>single</em> - * quotation marks. For example: <code> - * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</code>. - * Linefeeds, tabs or carriage returns are treated as whitespace. - * - * If a node matches on of these names, it will not be modified or - * removed by the postprocessing step. - * - * This option might be useful if you are using some magic node names - * to pass additional semantics through the content pipeline. This ensures - * they won't be optimized away, but a general optimization is still - * performed for nodes not contained in the list. - * - * Default value: n/a - * - * Property type: string. - * - * Note: Node names are case sensitive. - */ - const char* AI_CONFIG_PP_OG_EXCLUDE_LIST = "PP_OG_EXCLUDE_LIST"; - - /** - * Sets the maximum number of triangles in a mesh. - * - * This is used by the <code>SplitLargeMeshes</code> step to determine - * whether a mesh must be split or not. - * - * Default value: AI_SLM_DEFAULT_MAX_TRIANGLES. - * - * Property type: integer. - */ - const char* AI_CONFIG_PP_SLM_TRIANGLE_LIMIT = "PP_SLM_TRIANGLE_LIMIT"; - - /** - * The default value for the AI_CONFIG_PP_SLM_TRIANGLE_LIMIT setting. - */ - const AI_SLM_DEFAULT_MAX_TRIANGLES = 1000000; - - /** - * Sets the maximum number of vertices in a mesh. - * - * This is used by the <code>SplitLargeMeshes</code> step to determine - * whether a mesh must be split or not. - * - * Default value: AI_SLM_DEFAULT_MAX_VERTICES - * - * Property type: integer. - */ - const char* AI_CONFIG_PP_SLM_VERTEX_LIMIT = "PP_SLM_VERTEX_LIMIT"; - - /** - * The default value for the AI_CONFIG_PP_SLM_VERTEX_LIMIT setting. - */ - const AI_SLM_DEFAULT_MAX_VERTICES = 1000000; - - /** - * Sets the maximum number of bones affecting a single vertex. - * - * This is used by the <code>LimitBoneWeights</code> step. - * - * Default value: AI_LBW_MAX_WEIGHTS - * - * Property type: integer. - */ - const char* AI_CONFIG_PP_LBW_MAX_WEIGHTS = "PP_LBW_MAX_WEIGHTS"; - - /** - * The default value for the AI_CONFIG_PP_LBW_MAX_WEIGHTS setting. - */ - const AI_LMW_MAX_WEIGHTS = 0x4; - - /** - * Sets the size of the post-transform vertex cache to optimize the - * vertices for. This configures the <code>ImproveCacheLocality</code> step. - * - * The size is given in vertices. Of course you can't know how the vertex - * format will exactly look like after the import returns, but you can still - * guess what your meshes will probably have. - * - * The default value results in slight performance improvements for most - * nVidia/AMD cards since 2002. - * - * Default value: PP_ICL_PTCACHE_SIZE - * - * Property type: integer. - */ - const char* AI_CONFIG_PP_ICL_PTCACHE_SIZE = "PP_ICL_PTCACHE_SIZE"; - - /** - * The default value for the AI_CONFIG_PP_ICL_PTCACHE_SIZE config option. - */ - const PP_ICL_PTCACHE_SIZE = 12; - - /** - * Components of the <code>aiScene</code> and <code>aiMesh</code> data - * structures that can be excluded from the import by using the - * <code>RemoveComponent</code> step. - * - * See the documentation to <code>RemoveComponent</code> for more details. - */ - enum aiComponent : uint { - /** - * Normal vectors. - */ - NORMALS = 0x2, - - /** - * Tangents and bitangents. - */ - TANGENTS_AND_BITANGENTS = 0x4, - - /** - * <em>All</em> color sets. - * - * Use aiComponent_COLORSn( N ) to specify the N'th set. - */ - COLORS = 0x8, - - /** - * <em>All</em> texture UV coordinate sets. - * - * Use aiComponent_TEXCOORDn( N ) to specify the N'th set. - */ - TEXCOORDS = 0x10, - - /** - * Bone weights from all meshes. - * - * The corresponding scenegraph nodes are <em>not</em> removed. Use the - * <code>OptimizeGraph</code> step to do this. - */ - BONEWEIGHTS = 0x20, - - /** - * Node animations (<code>aiScene.mAnimations</code>). - * - * The corresponding scenegraph nodes are <em>not</em> removed. Use the - * <code>OptimizeGraph</code> step to do this. - */ - ANIMATIONS = 0x40, - - /** - * Embedded textures (<code>aiScene.mTextures</code>). - */ - TEXTURES = 0x80, - - /** - * Light sources (<code>aiScene.mLights</code>). - * - * The corresponding scenegraph nodes are <em>not</em> removed. Use the - * <code>OptimizeGraph</code> step to do this. - */ - LIGHTS = 0x100, - - /** - * Cameras (<code>aiScene.mCameras</code>). - * - * The corresponding scenegraph nodes are <em>not</em> removed. Use the - * <code>OptimizeGraph</code> step to do this. - */ - CAMERAS = 0x200, - - /** - * Meshes (<code>aiScene.mMeshes</code>). - */ - MESHES = 0x400, - - /** Materials. - * - * One default material will be generated, so - * <code>aiScene.mNumMaterials</code> will be 1. - */ - MATERIALS = 0x800 - } - - /** - * Specifies a certain color channel to remove. - */ - uint aiComponent_COLORSn( uint n ) { return 1u << ( n + 20u ); } - - /** - * Specifies a certain UV coordinate channel to remove. - */ - uint aiComponent_TEXCOORDSn( uint n ) { return 1u << ( n + 25u ); } - - /** - * Input parameter to the <code>RemoveComponent</code> step: - * Specifies the parts of the data structure to be removed. - * - * See the documentation to this step for further details. - * - * Default value: 0 - * - * Property type: integer (bitwise combination of <code>aiComponent</code> - * flags). - * - * Note: If no valid mesh is remaining after the step has been executed, the - * import <em>fails</em>, because there is no data to work on anymore. - */ - const char* AI_CONFIG_PP_RVC_FLAGS = "PP_RVC_FLAGS"; - - /** - * Input parameter to the <code>SortByPType</code> step: - * Specifies which primitive types are removed by the step. - * - * This is a bitwise combination of the <code>aiPrimitiveType</code> flags. - * Specifying all of them is illegal, of course. A typical use would be to - * exclude all line and point meshes from the import. - * - * Default value: 0 - * - * Property type: integer. - */ - const char* AI_CONFIG_PP_SBP_REMOVE = "PP_SBP_REMOVE"; - - /** - * Input parameter to the <code>FindInvalidData</code> step: - * Specifies the floating-point accuracy for animation values. - * - * The step checks for animation tracks where all frame values are - * absolutely equal and removes them. This tweakable controls the epsilon - * for floating-point comparisons – two keys are considered equal if the - * invariant abs(n0-n1) > epsilon holds true for all vector respectively - * quaternion components. - * - * Default value: 0 (exact comparison). - * - * Property type: float. - */ - const char* AI_CONFIG_PP_FID_ANIM_ACCURACY = "PP_FID_ANIM_ACCURACY"; - - /** - * The <code>TransformUVCoords</code> step evaluates UV scalings. - */ - const AI_UVTRAFO_SCALING = 0x1; - - /** - * The <code>TransformUVCoords</code> step evaluates UV rotations. - */ - const AI_UVTRAFO_ROTATION = 0x2; - - /** - * The <code>TransformUVCoords</code> step evaluates UV translation. - */ - const AI_UVTRAFO_TRANSLATION = 0x4; - - /** - * The <code>TransformUVCoords</code> step evaluates all UV translations. - */ - const AI_UVTRAFO_ALL = - AI_UVTRAFO_SCALING - | AI_UVTRAFO_ROTATION - | AI_UVTRAFO_TRANSLATION; - - /** - * Input parameter to the <code>TransformUVCoords</code> step: Specifies - * which UV transformations are evaluated. - * - * Default value: AI_UVTRAFO_ALL. - * - * Property type: integer (bitwise combination of the - * <code>AI_UVTRAFO_XXX<code> flag). - */ - const char* AI_CONFIG_PP_TUV_EVALUATE = "PP_TUV_EVALUATE"; - - /** - * A hint to assimp to favour speed against import quality. - * - * Enabling this option may result in faster loading, but it needn't. - * It represents just a hint to loaders and post-processing steps to use - * faster code paths, if possible. - * - * Default value: false. - * - * Property type: bool. - */ - const char* AI_CONFIG_FAVOUR_SPEED = "FAVOUR_SPEED"; - - - /* - * Importer settings. - * - * Various stuff to fine-tune the behaviour of specific importer plugins. - */ - - /** - * Set the vertex animation keyframe to be imported. - * - * Assimp does not support vertex keyframes (only bone animation is - * supported). The library reads only one frame of models with vertex - * animations. - * - * Default value: 0 (first frame). - * - * Property type: integer. - * - * Note: This option applies to all importers. However, it is also possible - * to override the global setting for a specific loader. You can use the - * AI_CONFIG_IMPORT_XXX_KEYFRAME options (where XXX is a placeholder for - * the file format for which you want to override the global setting). - */ - const char* AI_CONFIG_IMPORT_GLOBAL_KEYFRAME = "IMPORT_GLOBAL_KEYFRAME"; - - const char* AI_CONFIG_IMPORT_MD3_KEYFRAME = "IMPORT_MD3_KEYFRAME"; - const char* AI_CONFIG_IMPORT_MD2_KEYFRAME = "IMPORT_MD2_KEYFRAME"; - const char* AI_CONFIG_IMPORT_MDL_KEYFRAME = "IMPORT_MDL_KEYFRAME"; - const char* AI_CONFIG_IMPORT_MDC_KEYFRAME = "IMPORT_MDC_KEYFRAME"; - const char* AI_CONFIG_IMPORT_SMD_KEYFRAME = "IMPORT_SMD_KEYFRAME"; - const char* AI_CONFIG_IMPORT_UNREAL_KEYFRAME = "IMPORT_UNREAL_KEYFRAME"; - - - /** - * Configures the AC loader to collect all surfaces which have the - * "Backface cull" flag set in separate meshes. - * - * Default value: true. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL = "IMPORT_AC_SEPARATE_BFCULL"; - - /** - * Configures the UNREAL 3D loader to separate faces with different surface - * flags (e.g. two-sided vs. single-sided). - * - * Default value: true. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS = "UNREAL_HANDLE_FLAGS"; - - /** - * Configures the terragen import plugin to compute uv's for terrains, if - * not given. Furthermore, a default texture is assigned. - * - * UV coordinates for terrains are so simple to compute that you'll usually - * want to compute them on your own, if you need them. This option is intended - * for model viewers which want to offer an easy way to apply textures to - * terrains. - * - * Default value: false. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_TER_MAKE_UVS = "IMPORT_TER_MAKE_UVS"; - - /** - * Configures the ASE loader to always reconstruct normal vectors basing on - * the smoothing groups loaded from the file. - * - * Many ASE files have invalid normals (they're not orthonormal). - * - * Default value: true. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS = "IMPORT_ASE_RECONSTRUCT_NORMALS"; - - /** - * Configures the M3D loader to detect and process multi-part Quake player - * models. - * - * These models usually consist of three files, <code>lower.md3</code>, - * <code>upper.md3</code> and <code>head.md3</code>. If this property is set - * to true, Assimp will try to load and combine all three files if one of - * them is loaded. - * - * Default value: true. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART = "IMPORT_MD3_HANDLE_MULTIPART"; - - /** - * Tells the MD3 loader which skin files to load. - * - * When loading MD3 files, Assimp checks whether a file - * <code><md3_file_name>_<skin_name>.skin</code> is existing. These files - * are used by Quake 3 to be able to assign different skins (e.g. red and - * blue team) to models. 'default', 'red', 'blue' are typical skin names. - * - * Default value: "default". - * - * Property type: string. - */ - const char* AI_CONFIG_IMPORT_MD3_SKIN_NAME = "IMPORT_MD3_SKIN_NAME"; - - /** - * Specify the Quake 3 shader file to be used for a particular MD3 file. - * This can also be a search path. - * - * By default Assimp's behaviour is as follows: If a MD3 file - * <code>[any_path]/models/[any_q3_subdir]/[model_name]/[file_name].md3</code> - * is loaded, the library tries to locate the corresponding shader file in - * <code>[any_path]/scripts/[model_name].shader</code>. This property - * overrides this behaviour. It can either specify a full path to the shader - * to be loaded or alternatively the path (relative or absolute) to the - * directory where the shaders for all MD3s to be loaded reside. Assimp - * attempts to open <code>[dir]/[model_name].shader</code> first, - * <code>[dir]/[file_name].shader</code> is the fallback file. Note that - * <code>[dir]</code> should have a terminal (back)slash. - * - * Default value: n/a. - * - * Property type: string. - */ - const char* AI_CONFIG_IMPORT_MD3_SHADER_SRC = "IMPORT_MD3_SHADER_SRC"; - - /** - * Configures the LWO loader to load just one layer from the model. - * - * LWO files consist of layers and in some cases it could be useful to load - * only one of them. This property can be either a string – which specifies - * the name of the layer – or an integer – the index of the layer. If the - * property is not set the whole LWO model is loaded. Loading fails if the - * requested layer is not available. The layer index is zero-based and the - * layer name may not be empty. - * - * Default value: all layers are loaded. - * - * Property type: integer/string. - */ - const char* AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY = "IMPORT_LWO_ONE_LAYER_ONLY"; - - /** - * Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file - * automatically. - * - * The default strategy is to look for a file with the same name but the - * MD5ANIM extension in the same directory. If it is found, it is loaded - * and combined with the MD5MESH file. This configuration option can be - * used to disable this behaviour. - * - * Default value: false. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD = "IMPORT_MD5_NO_ANIM_AUTOLOAD"; - - /** - * Defines the begin of the time range for which the LWS loader evaluates - * animations and computes <code>aiNodeAnim</code>s. - * - * Assimp provides full conversion of LightWave's envelope system, including - * pre and post conditions. The loader computes linearly subsampled animation - * chanels with the frame rate given in the LWS file. This property defines - * the start time. Note: animation channels are only generated if a node - * has at least one envelope with more tan one key assigned. This property. - * is given in frames, '0' is the first frame. By default, if this property - * is not set, the importer takes the animation start from the input LWS - * file ('FirstFrame' line). - * - * Default value: read from file. - * - * Property type: integer. - * - * See: <code>AI_CONFIG_IMPORT_LWS_ANIM_END</code> – end of the imported - * time range - */ - const char* AI_CONFIG_IMPORT_LWS_ANIM_START = "IMPORT_LWS_ANIM_START"; - const char* AI_CONFIG_IMPORT_LWS_ANIM_END = "IMPORT_LWS_ANIM_END"; - - /** - * Defines the output frame rate of the IRR loader. - * - * IRR animations are difficult to convert for Assimp and there will always - * be a loss of quality. This setting defines how many keys per second are - * returned by the converter. - * - * Default value: 100. - * - * Property type: integer. - */ - const char* AI_CONFIG_IMPORT_IRR_ANIM_FPS = "IMPORT_IRR_ANIM_FPS"; - - /** - * Ogre Importer will try to load this material file. - * - * Ogre Mehs contain only the material name, not the material file. If there - * is no material file with the same name as the material, Ogre Importer - * will try to load this file and search the material in it. - * - * Property type: string. Default value: "Scene.material". - */ - const char* AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE = "IMPORT_OGRE_MATERIAL_FILE"; -} |