Library to load and process 3D scenes from various data formats

Edit Package assimp-fd
https://assimp.org/

Assimp is a library to load and process geometric scenes from various data formats.
It is tailored at typical game scenarios by supporting a node hierarchy, static or skinned meshes,
materials, bone animations and potential texture data. The library is not designed for speed,
it is primarily useful for importing assets from various sources once and storing it in a
engine-specific format for easy and fast every-day-loading.

Fedora's current (f38) assimp is a bit too old for vsgExchange

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Source Files (show unmerged sources)
Filename Size Changed
_constraints 0000000484 484 Bytes
_service 0000000637 637 Bytes
assimp-5.4.0.tar.xz 0027535828 26.3 MB
assimp-fedora-zip.patch 0000000957 957 Bytes
assimp.changes 0000022615 22.1 KB
assimp.spec 0000005587 5.46 KB
series 0000000024 24 Bytes
Latest Revision
Rene van Paassen's avatar Rene van Paassen (repabuild) committed (revision 4)
- Update to 5.4.0
  * Reduce memory consumption in JoinVerticesProcess::ProcessMesh()
  * Fix: Add check for invalid input argument
  * Replace an assert
  * Extension of skinning data export to GLB/GLTF format
  * Fix output floating-point values to fbx
  * Update ImproveCacheLocality.cpp
  * Deep arsdk bone double free
  * Fix Spelling error
  * use size to be compatible with float and double
  * Fix: Add missing transformation for normalized normals.
  * Fix: Implicit Conversion Error
  * Fix add checks for indices
  * Update FBXBinaryTokenizer.cpp
  * link to external minizip with full path
  * utf8 header not found
  * Rm unnecessary deg->radian conversion in FBX exporter
  * Fix empty mesh handling
  * Refactoring: Some cleanups
  * Fix invalid read of uint from uvwsrc
  * Remove double delete
  * fix the mesh-name error.
  * COLLADA fixes for textures in C4D input
  * Use the correct allocator for deleting objects in case of
    duplicate animation Ids
  * Fix container overflow in MMD parser
  * Fix: PLY heap buffer overflow
  * Fix: Check if index for mesh access is out of range
  * Update FBXConverter.cpp
  * FBX: Use correct time scaling
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