#include <MRMeshSave.h>
Public Types | |
enum class | MeshCompression { None , Lossless , Lossy } |
Public Attributes | |
MeshCompression | meshCompression = MeshCompression::Lossless |
float | vertexPrecision = 1.0f / 1024.0f |
int | compressionLevel = 1 |
LZMA compression: 0 - minimal compression, but fast; 9 - maximal compression, but slow. | |
const char * | comment = "MeshInspector.com" |
comment saved in the file | |
Public Attributes inherited from MR::SaveSettings | |
bool | saveValidOnly = true |
bool | rearrangeTriangles = true |
const VertColors * | colors = nullptr |
optional per-vertex color to save with the geometry | |
const VertUVCoords * | uvMap = nullptr |
optional per-vertex uv coordinate to save with the geometry | |
const MeshTexture * | texture = nullptr |
optional texture to save with the geometry | |
std::string | materialName = "Default" |
used to save texture and material in some formats (obj) | |
const AffineXf3d * | xf = nullptr |
this transformation can optionally be applied to all vertices (points) of saved object | |
ProgressCallback | progress |
to report save progress and cancel saving if user desires | |
|
strong |
const char* MR::MeshSave::CtmSaveOptions::comment = "MeshInspector.com" |
comment saved in the file
int MR::MeshSave::CtmSaveOptions::compressionLevel = 1 |
LZMA compression: 0 - minimal compression, but fast; 9 - maximal compression, but slow.
MeshCompression MR::MeshSave::CtmSaveOptions::meshCompression = MeshCompression::Lossless |
float MR::MeshSave::CtmSaveOptions::vertexPrecision = 1.0f / 1024.0f |
fixed point precision for vertex coordinates in case of MeshCompression::Lossy. For instance, if this value is 0.001, all vertex coordinates will be rounded to three decimals