TINMAN 3D / REALTIME TERRAIN
Software Development Kit - User Manual

enum ReadModelFlags in Tinman.Engine.Models

Enumeration of behaviour flags for reading 3D models.

[Flags]
enum ReadModelFlags  

Remarks

The flags are applied in the order of their ordinal value (e.g. flip before swap).

Items

None = 0
FlipX = 0x01

Flip vertex X-coordinates?

See also:

ModelVertexFormat.Position
FlipY = 0x02

Flip vertex Y-coordinates?

See also:

ModelVertexFormat.Position
FlipZ = 0x04

Flip vertex Z-coordinates?

See also:

ModelVertexFormat.Position
FlipU = 0x08

Flip texture U-coordinates?

See also:

ModelVertexFormat.TextureCoords
FlipV = 0x10

Flip texture V-coordinates?

See also:

ModelVertexFormat.TextureCoords
FlipNormals = 0x20

Flip normal vectors?

See also:

ModelVertexFormat.Normal
FlipWinding = 0x40

Flip vertex winding of indexed triangle list primitives?

See also:

ModelReader.FixWinding
ModelPartFlags.FrontFaces
ModelPartFlags.BackFaces
SwapXY = 0x80

Swap the X-axis and Y-axis?

SwapXZ = 0x0100

Swap the X-axis and Z-axis?

SwapYZ = 0x0200

Swap the Y-axis and Z-axis?

MaterialAlbedo = 0x0400

Set Albedo to White when AlbedoMap is set?

Remarks:

This flag is intended to be used for fixing broken 3D models.

MaterialEmissive = 0x0800

Set Emissive to White when EmissiveMap is set?

Remarks:

This flag is intended to be used for fixing broken 3D models.

MaterialReflectivity = 0x1000

Set Reflectivity to White when ReflectivityMap is set?

Remarks:

This flag is intended to be used for fixing broken 3D models.

MaterialGloss = 0x2000

Set Gloss to 1.0 when GlossMap is set?

Remarks:

This flag is intended to be used for fixing broken 3D models.

ModelGroup = 0x4000

Does the model file contain a group of 3D models?

ModelNames = 0x8000

Keep the names of all model nodes, including the hierarchical structure.

Remarks:

Set this flag in order to collect the model node names that are suitable for being put into ModelNames.

NormalIsBump = 0x00010000

Re-interpret normal maps as grayscale bump height maps and re-compute normals accordingly?

Remarks:

When this flag is set, the texture that would otherwise be used for NormalMap will be interpreted as a bump height map, which triggers the behaviour of BumpScale.

This flag is intended to be used for fixing broken 3D models.

See also:

ModelReader.BumpScale