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