SMLoader.PostProcess

process scene before loading, use Assimp3 documentation for more information

Values

ValueMeaning
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.

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