aboutsummaryrefslogtreecommitdiff
path: root/docs/_source/ext_shaders.txt
diff options
context:
space:
mode:
authorBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
committerBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
commit7115f60b91b5717d90f643fd692010905c7004db (patch)
treeeffd68c6978751c517d54c2f2bb5bb6e7dc93e18 /docs/_source/ext_shaders.txt
parentUpdating BlastTool zip (diff)
downloadblast-1.1.3_rc1.tar.xz
blast-1.1.3_rc1.zip
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'docs/_source/ext_shaders.txt')
-rwxr-xr-x[-rw-r--r--]docs/_source/ext_shaders.txt92
1 files changed, 46 insertions, 46 deletions
diff --git a/docs/_source/ext_shaders.txt b/docs/_source/ext_shaders.txt
index 3bfb37d..52aaa36 100644..100755
--- a/docs/_source/ext_shaders.txt
+++ b/docs/_source/ext_shaders.txt
@@ -1,46 +1,46 @@
-/*! \page pageextshaders Damage Shaders (NvBlastExtShaders)
-
-The Blast&tm; damage shader extension provides basic implementations of programs generating fracture commands, the first step in breaking a Blast&tm; Actor, see \ref splitting.
-These programs come as two shader functions (callbacks): one for Actors with a support graph, and one for Actors with just one chunk, respectively.
-The NvBlastDamageProgram containing both shaders can be used for low-level directly (NvBlastActorGenerateFracture) or for TkActor's damage and fracture functions.
-
-For example, one may construct a damage program using the "shear" damage shaders declared in NvBlastExtDamageShaders.h:
-
-\code
- NvBlastDamageProgram damageProgram = { NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader };
-\endcode
-
-The appropriate shader ("graph" or "subgraph") will be called for an Actor being processed, along with the Actor's necessary geometry and program parameters.
-The parameters (NvBlastProgramParams) are set to contain
-
-1. Material, something that describes an Actor properties (e.g. mass, stiffness, fragility) which are not expected to be changed often.
-
-2. Damage description, something that describes a particular damage event (e.g. position, radius and force of explosion).
-
-For example:
-
-\code
- NvBlastExtMaterial material = { health, minDamageThreshold, maxDamageThreshold };
- NvBlastExtRadialDamageDesc damageDesc = { compressive, posX, posY, posZ, minR, maxR };
-\endcode
-
-When used with TkActor::damage() functions, TkActor will cache the necessary data for deferred processing through TkGroup. This includes accumulating damage requests for
-the same material and program parameter combination. A default material can be set for a TkFamily that all its Actors uses.
-
-A Tk layer example follows.
-
-\code
- tkGroup->addActor(*tkActor);
- tkActor->damage(damageProgram, damageDesc0, sizeof(NvBlastExtRadialDamageDesc), &material);
- tkActor->damage(damageProgram, damageDesc1, sizeof(NvBlastExtRadialDamageDesc), &material);
- tkGroup->process();
-\endcode
-
-In contrast, the user is responsible for providing all the damage descriptions persisting through the low-level NvBlastActorGenerateFracture call when not using the Tk layer:
-
-\code
- NvBlastProgramParams programParams = { damageDescs, 2, &material };
- NvBlastActorGenerateFracture(commandBuffers, actor, damageProgram, &programParams, nullptr, nullptr);
-\endcode
-
-*/
+/*! \page pageextshaders Damage Shaders (NvBlastExtShaders)
+
+The Blast&tm; damage shader extension provides basic implementations of programs generating fracture commands, the first step in breaking a Blast&tm; Actor, see \ref splitting.
+These programs come as two shader functions (callbacks): one for Actors with a support graph, and one for Actors with just one chunk, respectively.
+The NvBlastDamageProgram containing both shaders can be used for low-level directly (NvBlastActorGenerateFracture) or for TkActor's damage and fracture functions.
+
+For example, one may construct a damage program using the "shear" damage shaders declared in NvBlastExtDamageShaders.h:
+
+\code
+ NvBlastDamageProgram damageProgram = { NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader };
+\endcode
+
+The appropriate shader ("graph" or "subgraph") will be called for an Actor being processed, along with the Actor's necessary geometry and program parameters.
+The parameters (NvBlastProgramParams) are set to contain
+
+1. Material, something that describes an Actor properties (e.g. mass, stiffness, fragility) which are not expected to be changed often.
+
+2. Damage description, something that describes a particular damage event (e.g. position, radius and force of explosion).
+
+For example:
+
+\code
+ NvBlastExtMaterial material = { health, minDamageThreshold, maxDamageThreshold };
+ NvBlastExtRadialDamageDesc damageDesc = { compressive, posX, posY, posZ, minR, maxR };
+\endcode
+
+When used with TkActor::damage() functions, TkActor will cache the necessary data for deferred processing through TkGroup. This includes accumulating damage requests for
+the same material and program parameter combination. A default material can be set for a TkFamily that all its Actors uses.
+
+A Tk layer example follows.
+
+\code
+ tkGroup->addActor(*tkActor);
+ tkActor->damage(damageProgram, damageDesc0, sizeof(NvBlastExtRadialDamageDesc), &material);
+ tkActor->damage(damageProgram, damageDesc1, sizeof(NvBlastExtRadialDamageDesc), &material);
+ tkGroup->process();
+\endcode
+
+In contrast, the user is responsible for providing all the damage descriptions persisting through the low-level NvBlastActorGenerateFracture call when not using the Tk layer:
+
+\code
+ NvBlastProgramParams programParams = { damageDescs, 2, &material };
+ NvBlastActorGenerateFracture(commandBuffers, actor, damageProgram, &programParams, nullptr, nullptr);
+\endcode
+
+*/