Value | Meaning |
---|---|
CalcTangentSpaceaiProcess_CalcTangentSpace | Calculates the tangents and bitangents for the imported meshes. |
JoinIdenticalVerticesaiProcess_JoinIdenticalVertices | Identifies and joins identical vertex data sets within all imported meshes. |
MakeLeftHandedaiProcess_MakeLeftHanded | Converts all the imported data to a left-handed coordinate space. |
TriangulateaiProcess_Triangulate | Triangulates all faces of all meshes. |
GenNormalsaiProcess_GenNormals | Removes some parts of the data structure (animations, materials, light sources, cameras, textures, vertex components). +/ /// Generates normals for all faces of all meshes |
GenSmoothNormalsaiProcess_GenSmoothNormals | Generates smooth normals for all vertices in the mesh. |
SplitLargeMeshesaiProcess_SplitLargeMeshes | Splits large meshes into smaller sub-meshes. |
PreTransformVerticesaiProcess_PreTransformVertices | <hr>Removes the node graph and pre-transforms all vertices with the local transformation matrices of their nodes. |
LimitBoneWeightsaiProcess_LimitBoneWeights | Limits the number of bones simultaneously affecting a single vertex to a maximum value. |
ValidateDataStructureaiProcess_ValidateDataStructure | Validates the imported scene data structure. |
ImproveCacheLocalityaiProcess_ImproveCacheLocality | Reorders triangles for better vertex cache locality. |
RemoveRedundantMaterialsaiProcess_RemoveRedundantMaterials | Searches for redundant/unreferenced materials and removes them. |
FixInFacingNormalsaiProcess_FixInFacingNormals | This step tries to determine which meshes have normal vectors that are facing inwards and inverts them. |
SortByPTypeaiProcess_SortByPType | This step splits meshes with more than one primitive type in homogeneous sub-meshes. |
FindDegeneratesaiProcess_FindDegenerates | This step searches all meshes for degenerate primitives and converts them to proper lines or points. |
FindInvalidDataaiProcess_FindInvalidData | This step searches all meshes for invalid data, such as zeroed normal vectors or invalid UV coords and removes/fixes them. This is intended to get rid of some common exporter errors. |
GenUVCoordsaiProcess_GenUVCoords | This step converts non-UV mappings (such as spherical or cylindrical mapping) to proper texture coordinate channels. |
TransformUVCoordsaiProcess_TransformUVCoords | This step applies per-texture UV transformations and bakes them into stand-alone vtexture coordinate channels. |
FindInstancesaiProcess_FindInstances | This step searches for duplicate meshes and replaces them with references to the first mesh. |
OptimizeMeshesaiProcess_OptimizeMeshes | A postprocessing step to reduce the number of meshes. |
OptimizeGraphaiProcess_OptimizeGraph | A postprocessing step to optimize the scene hierarchy. |
FlipUVsaiProcess_FlipUVs | This step flips all UV coordinates along the y-axis and adjusts material settings and bitangents accordingly. |
FlipWindingOrderaiProcess_FlipWindingOrder | This step adjusts the output face winding order to be CW. |
SplitByBoneCountaiProcess_SplitByBoneCount | This step splits meshes with many bones into sub-meshes so that each su-bmesh has fewer or as many bones as a given limit. |
DeboneaiProcess_Debone | This step removes bones losslessly or according to some threshold. |
process scene before loading, use Assimp3 documentation for more information