From 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 Mon Sep 17 00:00:00 2001 From: sanine Date: Sat, 16 Apr 2022 11:55:54 -0500 Subject: delete src/mesh/assimp-master --- .../port/PyAssimp/pyassimp/postprocess.py | 530 --------------------- 1 file changed, 530 deletions(-) delete mode 100644 src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py (limited to 'src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py') diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py deleted file mode 100644 index 0c55d67..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py +++ /dev/null @@ -1,530 +0,0 @@ -#
Calculates the tangents and bitangents for the imported meshes. -# -# Does nothing if a mesh does not have normals. You might want this post -# processing step to be executed if you plan to use tangent space calculations -# such as normal mapping applied to the meshes. There's a config setting, -# #AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE, which allows you to specify -# a maximum smoothing angle for the algorithm. However, usually you'll -# want to leave it at the default value. -# -aiProcess_CalcTangentSpace = 0x1 - -##
Identifies and joins identical vertex data sets within all -# imported meshes. -# -# After this step is run, each mesh contains unique vertices, -# so a vertex may be used by multiple faces. You usually want -# to use this post processing step. If your application deals with -# indexed geometry, this step is compulsory or you'll just waste rendering -# time. If this flag is not specified, no vertices are referenced by -# more than one face and no index buffer is required for rendering. -# -aiProcess_JoinIdenticalVertices = 0x2 - -##
Converts all the imported data to a left-handed coordinate space. -# -# By default the data is returned in a right-handed coordinate space (which -# OpenGL prefers). In this space, +X points to the right, -# +Z points towards the viewer, and +Y points upwards. In the DirectX -# coordinate space +X points to the right, +Y points upwards, and +Z points -# away from the viewer. -# -# You'll probably want to consider this flag if you use Direct3D for -# rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this -# setting and bundles all conversions typically required for D3D-based -# applications. -# -aiProcess_MakeLeftHanded = 0x4 - -##
Triangulates all faces of all meshes. -# -# By default the imported mesh data might contain faces with more than 3 -# indices. For rendering you'll usually want all faces to be triangles. -# This post processing step splits up faces with more than 3 indices into -# triangles. Line and point primitives are #not# modified! If you want -# 'triangles only' with no other kinds of primitives, try the following -# solution: -#