Rip out OBJ

This commit is contained in:
jordan4ibanez
2023-11-29 03:41:36 -05:00
parent a95de833c8
commit 821ad77f92
6 changed files with 0 additions and 754 deletions

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@ -22,9 +22,6 @@ namespace scene
EMWT_IRR_MESH = MAKE_IRR_ID('i','r','r','m'),
//! OBJ mesh writer for .obj files
EMWT_OBJ = MAKE_IRR_ID('o','b','j',0),
//! B3D mesh writer, for static .b3d files
EMWT_B3D = MAKE_IRR_ID('b', '3', 'd', 0)
};

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@ -21,9 +21,6 @@ namespace scene
//! Unknown animated mesh type.
EAMT_UNKNOWN = 0,
//! Maya .obj static model
EAMT_OBJ,
//! generic skinned mesh
EAMT_SKINNED,

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@ -159,13 +159,6 @@ namespace scene
* the joints via the ISkinnedMesh interface. Currently,
* Irrlicht only supports uncompressed .x files.</TD>
* </TR>
* <TR>
* <TD>Maya (.obj)</TD>
* <TD>Most 3D software can create .obj files which contain
* static geometry without material data. The material
* files .mtl are also supported. This importer for
* Irrlicht can load them directly. </TD>
* </TR>
* </TABLE>
*
* To load and display a mesh quickly, just do this:

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@ -31,23 +31,6 @@ namespace scene
**/
const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent";
//! Flag to avoid loading group structures in .obj files
/** Use it like this:
\code
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
\endcode
**/
const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups";
//! Flag to avoid loading material .mtl file for .obj files
/** Use it like this:
\code
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
\endcode
**/
const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles";
} // end namespace scene
} // end namespace irr