Read.Flags

Description

Name

enum Tinman.Model.Read.Flags

Used by

Model.Read.flags

Enumeration of behaviour flags for reading 3D models.

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

Items

# Name Tag

0

None

-

No behaviour flags.

1

FlipX

-

Flip vertex X-coordinates?

2

FlipY

-

Flip vertex Y-coordinates?

3

FlipZ

-

Flip vertex Z-coordinates?

4

FlipU

-

Flip texture U-coordinates?

5

FlipV

-

Flip texture V-coordinates?

6

FlipNormals

-

Flip normal vectors?

7

FlipWinding

-

Flip vertex winding of indexed triangle list primitives?

8

SwapXY

-

Swap the X-axis and Y-axis?

9

SwapXZ

-

Swap the X-axis and Z-axis?

10

SwapYZ

-

Swap the Y-axis and Z-axis?

11

ModelGroup

-

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

12

ModelNames

-

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

13

NormalIsBump

-

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

When this flag is set, the texture that would otherwise be used for Model.Material.normalMap will be interpreted as a bump height map.

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

14

SmoothNormals

-

Compute smooth per-vertex normals instead of face normals if the model does not provide normal vector information?

Models usually provide normal vector information in one of the following ways:

  • By storing per-vertex normal vectors

  • By arranging faces into smoothing groups

If no normal vector information is present, this flag may be used to force computation of smooth per-vertex normal vectors. Otherwise, it will be ignored.

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