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