1# Dummy value.
2#
3#  No texture, but the value to be used as 'texture semantic'
4#  (#aiMaterialProperty::mSemantic) for all material properties
5# # not* related to textures.
6#
7aiTextureType_NONE = 0x0
8
9# The texture is combined with the result of the diffuse
10#  lighting equation.
11#
12aiTextureType_DIFFUSE = 0x1
13
14# The texture is combined with the result of the specular
15#  lighting equation.
16#
17aiTextureType_SPECULAR = 0x2
18
19# The texture is combined with the result of the ambient
20#  lighting equation.
21#
22aiTextureType_AMBIENT = 0x3
23
24# The texture is added to the result of the lighting
25#  calculation. It isn't influenced by incoming light.
26#
27aiTextureType_EMISSIVE = 0x4
28
29# The texture is a height map.
30#
31#  By convention, higher gray-scale values stand for
32#  higher elevations from the base height.
33#
34aiTextureType_HEIGHT = 0x5
35
36# The texture is a (tangent space) normal-map.
37#
38#  Again, there are several conventions for tangent-space
39#  normal maps. Assimp does (intentionally) not
40#  distinguish here.
41#
42aiTextureType_NORMALS = 0x6
43
44# The texture defines the glossiness of the material.
45#
46#  The glossiness is in fact the exponent of the specular
47#  (phong) lighting equation. Usually there is a conversion
48#  function defined to map the linear color values in the
49#  texture to a suitable exponent. Have fun.
50#
51aiTextureType_SHININESS = 0x7
52
53# The texture defines per-pixel opacity.
54#
55#  Usually 'white' means opaque and 'black' means
56#  'transparency'. Or quite the opposite. Have fun.
57#
58aiTextureType_OPACITY = 0x8
59
60# Displacement texture
61#
62#  The exact purpose and format is application-dependent.
63#  Higher color values stand for higher vertex displacements.
64#
65aiTextureType_DISPLACEMENT = 0x9
66
67# Lightmap texture (aka Ambient Occlusion)
68#
69#  Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
70#  covered by this material property. The texture contains a
71#  scaling value for the final color value of a pixel. Its
72#  intensity is not affected by incoming light.
73#
74aiTextureType_LIGHTMAP = 0xA
75
76# Reflection texture
77#
78# Contains the color of a perfect mirror reflection.
79# Rarely used, almost never for real-time applications.
80#
81aiTextureType_REFLECTION = 0xB
82
83# Unknown texture
84#
85#  A texture reference that does not match any of the definitions
86#  above is considered to be 'unknown'. It is still imported
87#  but is excluded from any further postprocessing.
88#
89aiTextureType_UNKNOWN = 0xC
90