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Merge pull request #2395 from nvmkuruc/usddoctext
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Replace documentation references to "ASCII" with "text"

(Internal change: 2273919)
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pixar-oss committed May 4, 2023
2 parents 5b4e49a + 1fcad22 commit fa87879
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4 changes: 2 additions & 2 deletions pxr/usd/sdf/overview.dox
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Expand Up @@ -4,13 +4,13 @@
\mainpage Sdf : Scene Description Foundations
\endif

Sdf provides the foundations for serializing scene description to a reference ascii format, or a (multitude of) plugin-defined format. It also provides the primitive abstractions for interacting with scene description, such as SdfPath, SdfLayer, SdfPrimSpec.
Sdf provides the foundations for serializing scene description to a reference text format, or a multitude of plugin-defined formats. It also provides the primitive abstractions for interacting with scene description, such as SdfPath, SdfLayer, SdfPrimSpec.

\section sdf_overview Overview

Implements scene description \em layers in USD. In USD, a complete scene description is composed from partial scene description stored in SdfLayer objects. The primary unit of scene description within a layer is a \em prim \em spec, represented by the SdfPrimSpec class. A complete UsdPrim on a stage is a composition of the prim's built-in fallback values and all of the prim spec objects specified in Sdf layers. (For an overview of prims and stages, see the \ref usd_page_front "Usd library overview".)

Use methods on an SdfLayer object to export and save a layer to a file, or to load a file from disk. Scene description files are stored in <c>.usd</c> format (one layer per file, ascii or binary). Other features abstracted at the layer level include undo/redo functionality and logging, which can be customized by subclassing SdfLayerStateDelegateBase .
Use methods on an SdfLayer object to export and save a layer to a file, or to load a file from disk. Scene description files are stored in <c>.usd</c> format (one layer per file, text or binary). Other features abstracted at the layer level include undo/redo functionality and logging, which can be customized by subclassing SdfLayerStateDelegateBase .

You should primarily work with scene description using the classes in the Usd library. The UsdStage object not only represents a complete scene; it also knows how each of the partial scene descriptions were combined to form the complete scene. For example, the UsdStage object has the context to know how the path of a UsdPrim object on the stage relates to the paths of each SdfPrimSpec object in each layer that contributes a partial description to the complete prim. SdfLayer objects do not have the context to know how they relate to other layers.

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2 changes: 1 addition & 1 deletion pxr/usd/usd/common.h
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Expand Up @@ -74,7 +74,7 @@ USD_API
std::string UsdDescribe(const UsdStageCache &);

// XXX:
// Currently used for querying composed values from ascii layers, so VtValue is
// Currently used for querying composed values from text layers, so VtValue is
// the optimal value-store, but this may not always be the case.
typedef std::map<class TfToken, VtValue,
TfDictionaryLessThan
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2 changes: 1 addition & 1 deletion pxr/usd/usd/doxygen/propertiesOfSceneDescription.dox
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Expand Up @@ -76,7 +76,7 @@ consider the prim to be *deactivated*, which has two important consequences:
scene complexity and cost.


\section Usd_Filetypes Ascii, Binary, and Plugin Filetypes
\section Usd_Filetypes Text, Binary, and Plugin Filetypes

\section Usd_AssetResolution Resolving Asset References

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2 changes: 1 addition & 1 deletion pxr/usd/usd/stage.h
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Expand Up @@ -130,7 +130,7 @@ SDF_DECLARE_HANDLES(SdfLayer);
/// exercized with large scenes, as flattening defeats some of the benefits of
/// referenced scene description, and may produce very large results,
/// especially in file formats that do not support data de-duplication, like
/// the usda ASCII format!
/// the usda text format!
///
/// \section Usd_SessionLayer Stage Session Layers
///
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2 changes: 1 addition & 1 deletion pxr/usd/usd/usdFileFormat.cpp
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Expand Up @@ -318,7 +318,7 @@ UsdUsdFileFormat::WriteToFile(

// Otherwise, if we are saving a .usd layer (i.e., calling SdfLayer::Save),
// we want to maintain that layer's underlying format. For example,
// calling Save() on an ASCII .usd file should produce an ASCII file
// calling Save() on a text .usd file should produce a text file
// and not convert it to binary.
//
// If we are exporting to a .usd layer (i.e., calling SdfLayer::Export),
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