Assimp
v3.1.1 (June 2014)
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Defines the purpose of a texture. More...
Static Public Member Functions | |
static AiTextureType | fromRawValue (int rawValue) |
Utility method for converting from c/c++ based integer enums to java enums. More... | |
static int | toRawValue (AiTextureType type) |
Utility method for converting from java enums to c/c++ based integer enums. More... | |
Public Attributes | |
AMBIENT =(0x3) | |
The texture is combined with the result of the ambient lighting equation. More... | |
DIFFUSE =(0x1) | |
The texture is combined with the result of the diffuse lighting equation. More... | |
DISPLACEMENT =(0x9) | |
Displacement texture. More... | |
EMISSIVE =(0x4) | |
The texture is added to the result of the lighting calculation. More... | |
HEIGHT =(0x5) | |
The texture is a height map. More... | |
LIGHTMAP =(0xA) | |
Lightmap texture (aka Ambient Occlusion). More... | |
NORMALS =(0x6) | |
The texture is a (tangent space) normal-map. More... | |
OPACITY =(0x8) | |
The texture defines per-pixel opacity. More... | |
REFLECTION =(0xB) | |
Reflection texture. More... | |
SHININESS =(0x7) | |
The texture defines the glossiness of the material. More... | |
SPECULAR =(0x2) | |
The texture is combined with the result of the specular lighting equation. More... | |
UNKNOWN =(0xC) | |
Unknown texture. More... | |
Defines the purpose of a texture.
This is a very difficult topic. Different 3D packages support different kinds of textures. For very common texture types, such as bumpmaps, the rendering results depend on implementation details in the rendering pipelines of these applications. Assimp loads all texture references from the model file and tries to determine which of the predefined texture types below is the best choice to match the original use of the texture as closely as possible.
In content pipelines you'll usually define how textures have to be handled, and the artists working on models have to conform to this specification, regardless which 3D tool they're using.
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inlinestatic |
Utility method for converting from c/c++ based integer enums to java enums.
This method is intended to be used from JNI and my change based on implementation needs.
rawValue | an integer based enum value (as defined by assimp) |
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inlinestatic |
Utility method for converting from java enums to c/c++ based integer enums.
type | the type to convert, may not be null |
jassimp.AiTextureType.AMBIENT =(0x3) |
The texture is combined with the result of the ambient lighting equation.
jassimp.AiTextureType.DIFFUSE =(0x1) |
The texture is combined with the result of the diffuse lighting equation.
jassimp.AiTextureType.DISPLACEMENT =(0x9) |
Displacement texture.
The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements.
jassimp.AiTextureType.EMISSIVE =(0x4) |
The texture is added to the result of the lighting calculation.
It isn't influenced by incoming light.
jassimp.AiTextureType.HEIGHT =(0x5) |
The texture is a height map.
By convention, higher gray-scale values stand for higher elevations from the base height.
jassimp.AiTextureType.LIGHTMAP =(0xA) |
Lightmap texture (aka Ambient Occlusion).
Both 'Lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property. The texture contains a scaling value for the final color value of a pixel. Its intensity is not affected by incoming light.
jassimp.AiTextureType.NORMALS =(0x6) |
The texture is a (tangent space) normal-map.
Again, there are several conventions for tangent-space normal maps. Assimp does (intentionally) not distinguish here.
jassimp.AiTextureType.OPACITY =(0x8) |
The texture defines per-pixel opacity.
Usually 'white' means opaque and 'black' means 'transparency'. Or quite the opposite. Have fun.
jassimp.AiTextureType.REFLECTION =(0xB) |
Reflection texture.
Contains the color of a perfect mirror reflection. Rarely used, almost never for real-time applications.
jassimp.AiTextureType.SHININESS =(0x7) |
The texture defines the glossiness of the material.
The glossiness is in fact the exponent of the specular (phong) lighting equation. Usually there is a conversion function defined to map the linear color values in the texture to a suitable exponent. Have fun.
jassimp.AiTextureType.SPECULAR =(0x2) |
The texture is combined with the result of the specular lighting equation.
jassimp.AiTextureType.UNKNOWN =(0xC) |
Unknown texture.
A texture reference that does not match any of the definitions above is considered to be 'unknown'. It is still imported, but is excluded from any further postprocessing.