MeshLib Documentation
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MR::MeshSave::CtmSaveOptions Struct Reference

#include <MRCtm.h>

+ Inheritance diagram for MR::MeshSave::CtmSaveOptions:

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 MeshTexturetexture = 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
 

Member Enumeration Documentation

◆ MeshCompression

Enumerator
None 

no compression at all, fast but not effective

Lossless 

compression without any loss in vertex coordinates

Lossy 

compression with loss in vertex coordinates

Member Data Documentation

◆ comment

const char* MR::MeshSave::CtmSaveOptions::comment = "MeshInspector.com"

comment saved in the file

◆ compressionLevel

int MR::MeshSave::CtmSaveOptions::compressionLevel = 1

LZMA compression: 0 - minimal compression, but fast; 9 - maximal compression, but slow.

◆ meshCompression

MeshCompression MR::MeshSave::CtmSaveOptions::meshCompression = MeshCompression::Lossless

◆ vertexPrecision

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


The documentation for this struct was generated from the following file: