Doc tweaks.

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Par Winzell 2017-10-20 18:36:36 -07:00
parent 946f12361c
commit cde6974f94
1 changed files with 7 additions and 5 deletions

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@ -114,18 +114,20 @@ If all goes well, you will end up with a statically linked executable.
Windows users may [download](https://cmake.org/download) CMake for Windows,
install it and [run it](https://cmake.org/runningcmake/) on the FBX2glTF
checkout (choose a build directory distinct from the source). As part of this
process, you will be asked to choose which generator to use; it should be fine
to pick any recent Visual Studio option relevant to your system.
process, you will be asked to choose which generator to use; the code is only
known to compile on ***Visual Studio 2017***.
Note that the CMAKE_BUILD_TYPE variable from the Unix Makefile system is
*(MinGW support may be plausible. Contributions welcome.)*
Note that the `CMAKE_BUILD_TYPE` variable from the Unix Makefile system is
entirely ignored here; the Visual Studio solution that's generated handles all
the canonical build types -- Debug, Release, MinSizeRel, and so on. You will
choose which one to build in the Visual Studio IDE.
## Conversion Process
The actual translation begins with the FBX SDK parsing the input file, and ends
with the generation of the core `JSON` description that forms the core of glTF,
along with binary buffers that hold geometry and animations (and optionally also
with the generation of the descriptive `JSON` that forms the core of glTF, along
with binary buffers that hold geometry and animations (and optionally also
emedded resources such as textures.)
In the process, each node and mesh in the FBX is ripped apart into a long list