mirror of
https://github.com/lighttransport/tinyusdz.git
synced 2026-01-18 01:11:17 +01:00
make no texture load and no usd print default.
add release build script.
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@@ -82,9 +82,9 @@ int main(int argc, char **argv) {
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std::cout << " --noidxbuild: Do not rebuild vertex indices\n";
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std::cout << " --notri: Do not triangulate mesh\n";
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std::cout << " --trifan: Use triangle fan triangulation (instead of earcut)\n";
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std::cout << " --notexload: Do not load textures\n";
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std::cout << " --texload: Load textures\n";
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std::cout << " --noar: Do not use (default) AssertResolver\n";
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std::cout << " --nousdprint: Do not print parsed USD\n";
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std::cout << " --usdprint: Print parsed USD\n";
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std::cout
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<< " --dumpobj: Dump mesh as wavefront .obj(for visual debugging)\n";
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std::cout << " --dumpusd: Dump scene as USD(USDA Ascii)\n";
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@@ -101,8 +101,8 @@ int main(int argc, char **argv) {
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bool use_triangle_fan = false;
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bool export_obj = false;
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bool export_usd = false;
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bool no_usdprint = false;
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bool no_texload = false;
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bool usdprint = false;
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bool texload = false;
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bool no_assetresolver = false;
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std::string filepath;
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@@ -113,10 +113,10 @@ int main(int argc, char **argv) {
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use_triangle_fan = true;
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} else if (strcmp(argv[i], "--noidxbuild") == 0) {
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build_indices = false;
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} else if (strcmp(argv[i], "--nousdprint") == 0) {
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no_usdprint = true;
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} else if (strcmp(argv[i], "--notexload") == 0) {
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no_texload = true;
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} else if (strcmp(argv[i], "--usdprint") == 0) {
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usdprint = true;
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} else if (strcmp(argv[i], "--texload") == 0) {
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texload = true;
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} else if (strcmp(argv[i], "--noar") == 0) {
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no_assetresolver = true;
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} else if (strcmp(argv[i], "--dumpobj") == 0) {
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@@ -161,7 +161,7 @@ int main(int argc, char **argv) {
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bool is_usdz = tinyusdz::IsUSDZ(filepath);
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if (!no_usdprint) {
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if (usdprint) {
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std::string s = stage.ExportToString();
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std::cout << s << "\n";
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std::cout << "--------------------------------------"
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@@ -186,8 +186,8 @@ int main(int argc, char **argv) {
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<< "\n";
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env.mesh_config.build_vertex_indices = build_indices;
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std::cout << "Load texture data : " << (!no_texload ? "true" : "false") << "\n";
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env.scene_config.load_texture_assets = !no_texload;
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std::cout << "Load texture data : " << (texload ? "true" : "false") << "\n";
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env.scene_config.load_texture_assets = texload;
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// Add base directory of .usd file to search path.
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std::string usd_basedir = tinyusdz::io::GetBaseDir(filepath);
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15
scripts/bootstrap-cmake-linux-release.sh
Executable file
15
scripts/bootstrap-cmake-linux-release.sh
Executable file
@@ -0,0 +1,15 @@
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curdir=`pwd`
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builddir=${curdir}/build_release
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rm -rf ${builddir}
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mkdir ${builddir}
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# with lld linker
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# -DCMAKE_TOOLCHAIN_FILE=cmake/lld-linux.toolchain.cmake
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cd ${builddir} && CXX=clang++ CC=clang cmake \
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-DCMAKE_BUILD_TYPE=RelWithDebInfo \
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-DCMAKE_VERBOSE_MAKEFILE=1 \
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..
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