Claire's Game Engine
Full C++ Engine using OpenGL
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tiny_obj_loader.h File Reference
#include <map>
#include <string>
#include <vector>

Go to the source code of this file.

Classes

struct  tinyobj::texture_option_t
 
struct  tinyobj::material_t
 
struct  tinyobj::tag_t
 
struct  tinyobj::joint_and_weight_t
 
struct  tinyobj::skin_weight_t
 
struct  tinyobj::index_t
 
struct  tinyobj::mesh_t
 
struct  tinyobj::lines_t
 
struct  tinyobj::points_t
 
struct  tinyobj::shape_t
 
struct  tinyobj::attrib_t
 
struct  tinyobj::callback_t
 
class  tinyobj::MaterialReader
 
class  tinyobj::MaterialFileReader
 
class  tinyobj::MaterialStreamReader
 
struct  tinyobj::ObjReaderConfig
 
class  tinyobj::ObjReader
 

Namespaces

namespace  tinyobj
 

Macros

#define TINYOBJ_OVERRIDE
 

Typedefs

typedef float tinyobj::real_t
 

Enumerations

enum  tinyobj::texture_type_t {
  tinyobj::TEXTURE_TYPE_NONE , tinyobj::TEXTURE_TYPE_SPHERE , tinyobj::TEXTURE_TYPE_CUBE_TOP , tinyobj::TEXTURE_TYPE_CUBE_BOTTOM ,
  tinyobj::TEXTURE_TYPE_CUBE_FRONT , tinyobj::TEXTURE_TYPE_CUBE_BACK , tinyobj::TEXTURE_TYPE_CUBE_LEFT , tinyobj::TEXTURE_TYPE_CUBE_RIGHT
}
 

Functions

bool tinyobj::LoadObj (attrib_t *attrib, std::vector< shape_t > *shapes, std::vector< material_t > *materials, std::string *warn, std::string *err, std::istream *inStream, MaterialReader *readMatFn=NULL, bool triangulate=true, bool default_vcols_fallback=true)
 ==>>========= Legacy v1 API =============================================
 
void tinyobj::LoadMtl (std::map< std::string, int > *material_map, std::vector< material_t > *materials, std::istream *inStream, std::string *warning, std::string *err)
 Loads materials into std::map.
 
bool tinyobj::ParseTextureNameAndOption (std::string *texname, texture_option_t *texopt, const char *linebuf)
 

Macro Definition Documentation

◆ TINYOBJ_OVERRIDE

#define TINYOBJ_OVERRIDE