This commit is contained in:
Chuck Walbourn 2022-10-25 13:28:22 -07:00
Родитель 1d7307d53c
Коммит 3f6ba7d92a
1 изменённых файлов: 49 добавлений и 44 удалений

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@ -474,51 +474,56 @@ namespace
{
PrintLogo();
wprintf(L"Usage: uvatlas <options> <files>\n");
wprintf(L"\n");
wprintf(L" Input file type must be Wavefront Object (.obj)\n\n");
wprintf(L" Output file type:\n");
wprintf(L" -sdkmesh DirectX SDK .sdkmesh format (default)\n");
wprintf(L" -sdkmesh2 .sdkmesh format version 2 (PBR materials)\n");
wprintf(L" -cmo Visual Studio Content Pipeline .cmo format\n");
wprintf(L" -vbo Vertex Buffer Object (.vbo) format\n");
wprintf(L" -wf WaveFront Object (.obj) format\n\n");
wprintf(L" -r wildcard filename search is recursive\n");
wprintf(L" -q <level> sets quality level to DEFAULT, FAST or QUALITY\n");
wprintf(L" -n <number> maximum number of charts to generate (def: 0)\n");
wprintf(L" -st <float> maximum amount of stretch 0.0 to 1.0 (def: 0.16667)\n");
wprintf(L" -lms enable limit merge stretch option\n");
wprintf(L" -lfs enable limit face stretch option\n");
wprintf(L" -g <float> the gutter width betwen charts in texels (def: 2.0)\n");
wprintf(L" -w <number> texture width (def: 512)\n");
wprintf(L" -h <number> texture height (def: 512)\n");
wprintf(L" -ta | -ga generate topological vs. geometric adjancecy (def: ta)\n");
wprintf(L" -nn | -na | -ne generate normals weighted by angle/area/equal\n");
wprintf(L" -tt generate tangents\n");
wprintf(L" -tb generate tangents & bi-tangents\n");
wprintf(L" -cw faces are clockwise (defaults to counter-clockwise)\n");
wprintf(L" -c generate mesh with colors showing charts\n");
wprintf(L" -t generates a separate mesh with uvs - (*_texture)\n");
wprintf(L" -it <filename> calculate IMT for the mesh using this texture map\n");
wprintf(
static const wchar_t* const s_usage =
L"Usage: uvatlas <options> <files>\n"
L"\n"
L" Input file type must be Wavefront Object (.obj)\n"
L"\n"
L" Output file type:\n"
L" -sdkmesh DirectX SDK .sdkmesh format (default)\n"
L" -sdkmesh2 .sdkmesh format version 2 (PBR materials)\n"
L" -cmo Visual Studio Content Pipeline .cmo format\n"
L" -vbo Vertex Buffer Object (.vbo) format\n"
L" -wf WaveFront Object (.obj) format\n"
L"\n"
L" -r wildcard filename search is recursive\n"
L" -q <level> sets quality level to DEFAULT, FAST or QUALITY\n"
L" -n <number> maximum number of charts to generate (def: 0)\n"
L" -st <float> maximum amount of stretch 0.0 to 1.0 (def: 0.16667)\n"
L" -lms enable limit merge stretch option\n"
L" -lfs enable limit face stretch option\n"
L" -g <float> the gutter width betwen charts in texels (def: 2.0)\n"
L" -w <number> texture width (def: 512)\n"
L" -h <number> texture height (def: 512)\n"
L" -ta | -ga generate topological vs. geometric adjancecy (def: ta)\n"
L" -nn | -na | -ne generate normals weighted by angle/area/equal\n"
L" -tt generate tangents\n"
L" -tb generate tangents & bi-tangents\n"
L" -cw faces are clockwise (defaults to counter-clockwise)\n"
L" -c generate mesh with colors showing charts\n"
L" -t generates a separate mesh with uvs - (*_texture)\n"
L" -it <filename> calculate IMT for the mesh using this texture map\n"
L" -iv <channel> calculate IMT using per-vertex data\n"
L" NORMAL, COLOR, TEXCOORD\n");
wprintf(L" -nodds prevents extension renaming in exported materials\n");
wprintf(L" -flip reverse winding of faces\n");
wprintf(L" -flipu inverts the u texcoords\n");
wprintf(L" -flipv inverts the v texcoords\n");
wprintf(L" -flipz flips the handedness of the positions/normals\n");
wprintf(L" -o <filename> output filename\n");
wprintf(L" -l force output filename to lower case\n");
wprintf(L" -y overwrite existing output file (if any)\n");
wprintf(L" -nologo suppress copyright message\n");
wprintf(L" -flist <filename> use text file with a list of input files (one per line)\n");
wprintf(L"\n (sdkmesh/sdkmesh2 only)\n");
wprintf(L" -ib32 use 32-bit index buffer\n");
wprintf(L" -fn <normal-format> format to use for writing normals/tangents/normals\n");
wprintf(L" -fuv <uv-format> format to use for texture coordinates\n");
wprintf(L" -fc <color-format> format to use for writing colors\n");
wprintf(L" -uv2 place uvatlas uvs into a second texture coordinate channel\n");
L" NORMAL, COLOR, TEXCOORD\n"
L" -nodds prevents extension renaming in exported materials\n"
L" -flip reverse winding of faces\n"
L" -flipu inverts the u texcoords\n"
L" -flipv inverts the v texcoords\n"
L" -flipz flips the handedness of the positions/normals\n"
L" -o <filename> output filename\n"
L" -l force output filename to lower case\n"
L" -y overwrite existing output file (if any)\n"
L" -nologo suppress copyright message\n"
L" -flist <filename> use text file with a list of input files (one per line)\n"
L"\n"
L" (sdkmesh/sdkmesh2 only)\n"
L" -ib32 use 32-bit index buffer\n"
L" -fn <normal-format> format to use for writing normals/tangents/normals\n"
L" -fuv <uv-format> format to use for texture coordinates\n"
L" -fc <color-format> format to use for writing colors\n"
L" -uv2 place uvatlas uvs into a second texture coordinate channel\n";
wprintf(L"%ls", s_usage);
wprintf(L"\n <normal-format>: ");
PrintList(13, g_vertexNormalFormats);