diff --git a/README.md b/README.md index 7d55980..28fe6c6 100644 --- a/README.md +++ b/README.md @@ -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