Ejemplo n.º 1
0
 public void SetDefaults()
 {
     swapHandedness      = true;
     swapFaceWinding     = false;
     normalsMode         = aiNormalsMode.ComputeIfMissing;
     tangentsMode        = aiTangentsMode.None;
     cacheTangentsSplits = true;
     aspectRatio         = -1.0f;
     forceUpdate         = false;
     useThreads          = true;
     cacheSamples        = 0;
     submeshPerUVTile    = true;
 }
Ejemplo n.º 2
0
 public void SetDefaults()
 {
     normalsMode        = aiNormalsMode.ComputeIfMissing;
     tangentsMode       = aiTangentsMode.None;
     scaleFactor        = 0.01f;
     aspectRatio        = -1.0f;
     vertexMotionScale  = 1.0f;
     splitUnit          = 65000;
     swapHandedness     = true;
     swapFaceWinding    = false;
     interpolateSamples = true;
     turnQuadEdges      = false;
     asyncLoad          = true;
 }
Ejemplo n.º 3
0
 public void SetDefaults()
 {
     swapHandedness                = true;
     swapFaceWinding               = false;
     normalsMode                   = aiNormalsMode.ComputeIfMissing;
     tangentsMode                  = aiTangentsMode.None;
     cacheTangentsSplits           = true;
     aspectRatio                   = -1.0f;
     forceUpdate                   = false;
     cacheSamples                  = false;
     shareVertices                 = true;
     treatVertexExtraDataAsStatics = false;
     interpolateSamples            = true;
     turnQuadEdges                 = false;
     vertexMotionScale             = 1.0f;
     use32BitsIndexBuffer          = false;
 }
Ejemplo n.º 4
0
        public void SetDefaults()
        {
            normalsMode       = aiNormalsMode.CalculateIfMissing;
            tangentsMode      = aiTangentsMode.None;
            scaleFactor       = 0.01f;
            aspectRatio       = -1.0f;
            vertexMotionScale = 1.0f;
#if UNITY_2017_3_OR_NEWER
            splitUnit = 0x7fffffff;
#else
            splitUnit = 65000;
#endif
            swapHandedness        = true;
            flipFaces             = false;
            interpolateSamples    = true;
            turnQuadEdges         = false;
            asyncLoad             = true;
            importPointPolygon    = true;
            importLinePolygon     = true;
            importTrianglePolygon = true;
        }