* Compute "smooth" per-vertex normal vectors * Split large meshes to overcome GPU limitations (i.e. * Join identical vertices, optimize indexing * Split meshes to avoid exceeding bone count limits * Limit weights affecting a single vertex * Convert from right-handed to left-handed space * Industry Foundation Classes (IFC/Step) (. * COMMON INTERCHANGE FORMATS (An asterisk indicates limited support) * Due to its export interface, Assimp serves as general-purpose 3D model converter And there's even a workaround to compile Assimp without boost - with some minor limitations. * No external dependencies except boost (zlib and irrxml are also needed, but they're included in the repository so you don't need to bother). * Supports embedded textures, both compressed (e.g. * Loads multiple UV and vertex color channels (current limit is 8) * Imports bones, vertex weights and animations (i.e. quick file stats, convert models, extract embedded textures) from the shell * Command-line interface to perform common operations (i.e. * Core interface / API is provided for both C++ and C * Contains bindings to the Assimp library.
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