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| author | Bryan Galdrikian <[email protected]> | 2017-10-24 15:25:02 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2017-10-24 15:25:02 -0700 |
| commit | b0c11962f6012430da3bcaa2727288046b33d648 (patch) | |
| tree | cf13338fa4fd7072badf64f751f94abeeb437003 /docs/api_docs/files/pageextshaders.html | |
| parent | linux build fix - all configs (diff) | |
| download | blast-b0c11962f6012430da3bcaa2727288046b33d648.tar.xz blast-b0c11962f6012430da3bcaa2727288046b33d648.zip | |
Changes for 1.1.1
See README.md
Diffstat (limited to 'docs/api_docs/files/pageextshaders.html')
| -rw-r--r-- | docs/api_docs/files/pageextshaders.html | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/docs/api_docs/files/pageextshaders.html b/docs/api_docs/files/pageextshaders.html index 836f4e5..c8ab36d 100644 --- a/docs/api_docs/files/pageextshaders.html +++ b/docs/api_docs/files/pageextshaders.html @@ -22,9 +22,9 @@ <div class="contents"> <h1><a class="anchor" name="pageextshaders">Damage Shaders (NvBlastExtShaders) </a></h1>The Blast™ damage shader extension provides basic implementations of programs generating fracture commands, the first step in breaking a Blast™ Actor, see <a class="el" href="pagellapi.html#splitting">Damage and Fracturing</a>. 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 <a class="el" href="struct_nv_blast_damage_program.html">NvBlastDamageProgram</a> containing both shaders can be used for low-level directly (NvBlastActorGenerateFracture) or for TkActor's damage and fracture functions.<p> For example, one may construct a damage program using the "shear" damage shaders declared in <a class="el" href="_nv_blast_ext_damage_shaders_8h.html">NvBlastExtDamageShaders.h</a>:<p> -<div class="fragment"><pre class="fragment"> <a class="code" href="struct_nv_blast_damage_program.html">NvBlastDamageProgram</a> damageProgram = { <a class="code" href="_nv_blast_ext_damage_shaders_8h.html#4c050e75d4b9ddfcd3e85a620d21e029">NvBlastExtShearGraphShader</a>, <a class="code" href="_nv_blast_ext_damage_shaders_8h.html#1dd2944861a3adaccd62165b952f3440">NvBlastExtShearSubgraphShader</a> }; +<div class="fragment"><pre class="fragment"> <a class="code" href="struct_nv_blast_damage_program.html">NvBlastDamageProgram</a> damageProgram = { <a class="code" href="_nv_blast_ext_damage_shaders_8h.html#a49711a370498c4da36bd9dac4d1bbd9">NvBlastExtShearGraphShader</a>, <a class="code" href="_nv_blast_ext_damage_shaders_8h.html#3103465d5c665418138ea5e93a62ac73">NvBlastExtShearSubgraphShader</a> }; </pre></div><p> -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 (<a class="el" href="struct_nv_blast_program_params.html">NvBlastProgramParams</a>) are set to contain<p> +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<p> 1. Material, something that describes an Actor properties (e.g. mass, stiffness, fragility) which are not expected to be changed often.<p> 2. Damage description, something that describes a particular damage event (e.g. position, radius and force of explosion).<p> For example:<p> @@ -39,8 +39,8 @@ A Tk layer example follows.<p> tkGroup->process(); </pre></div><p> 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:<p> -<div class="fragment"><pre class="fragment"> <a class="code" href="struct_nv_blast_program_params.html">NvBlastProgramParams</a> programParams = { damageDescs, 2, &material }; - <a class="code" href="_nv_blast_8h.html#6a40c4286de500e8545babfb9c517789">NvBlastActorGenerateFracture</a>(commandBuffers, actor, damageProgram, &programParams, <span class="keyword">nullptr</span>, <span class="keyword">nullptr</span>); +<div class="fragment"><pre class="fragment"> NvBlastProgramParams programParams = { damageDescs, 2, &material }; + <a class="code" href="_nv_blast_8h.html#7bf6cbcc95e377f61dbd1ab87bf6facc">NvBlastActorGenerateFracture</a>(commandBuffers, actor, damageProgram, &programParams, <span class="keyword">nullptr</span>, <span class="keyword">nullptr</span>); </pre></div> </div> <!-- start footer part --> <div class="footer"> |