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authorBryan Galdrikian <[email protected]>2017-10-24 15:25:02 -0700
committerBryan Galdrikian <[email protected]>2017-10-24 15:25:02 -0700
commitb0c11962f6012430da3bcaa2727288046b33d648 (patch)
treecf13338fa4fd7072badf64f751f94abeeb437003 /docs/api_docs/files/pagellapi.html
parentlinux build fix - all configs (diff)
downloadblast-b0c11962f6012430da3bcaa2727288046b33d648.tar.xz
blast-b0c11962f6012430da3bcaa2727288046b33d648.zip
Changes for 1.1.1
See README.md
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@@ -220,21 +220,21 @@ The family will <em>not</em> be automatically released when all actors within it
<h2><a class="anchor" name="splitting">
Damage and Fracturing</a></h2>
Damaging and fracturing is a staged process. In a first step, a <a class="el" href="struct_nv_blast_damage_program.html">NvBlastDamageProgram</a> creates lists of Bonds and Chunks to damage - so called Fracture Commands. The lists are created from input specific to the <a class="el" href="struct_nv_blast_damage_program.html">NvBlastDamageProgram</a>.<br>
- NvBlastDamagePrograms are composed of a <a class="el" href="_nv_blast_types_8h.html#f1fde0d45c48f0575e67f1df5860f940">NvBlastGraphShaderFunction</a> and a <a class="el" href="_nv_blast_types_8h.html#33a8ca70a1399b8b42a968c93f89ff50">NvBlastSubgraphShaderFunction</a> operating on support graphs (support chunks and bonds) and disconnected subsupport chunks respectively. An implementer can freely define the shader functions and parameters. Different functions can have the effect of emulating different physical materials.<br>
- Blast&trade; provides reference implementations of such functions in <a class="el" href="pageextshaders.html">Damage Shaders (NvBlastExtShaders)</a>, see also <a class="el" href="_nv_blast_ext_damage_shaders_8h.html">NvBlastExtDamageShaders.h</a>. The <a class="el" href="struct_nv_blast_damage_program.html">NvBlastDamageProgram</a> is used through <a class="el" href="_nv_blast_8h.html#6a40c4286de500e8545babfb9c517789">NvBlastActorGenerateFracture</a> that will provide the necessary internal data for the <a class="el" href="struct_nv_blast_actor.html">NvBlastActor</a> being processed. The shader functions see the internal data as <a class="el" href="struct_nv_blast_graph_shader_actor.html">NvBlastGraphShaderActor</a> and <a class="el" href="struct_nv_blast_subgraph_shader_actor.html">NvBlastSubgraphShaderActor</a> respectively.<p>
+ NvBlastDamagePrograms are composed of a <a class="el" href="_nv_blast_types_8h.html#89d08b7b5d43deebfb0148e7c593b7de">NvBlastGraphShaderFunction</a> and a <a class="el" href="_nv_blast_types_8h.html#ed8e609201278d8682041939a5bbfd58">NvBlastSubgraphShaderFunction</a> operating on support graphs (support chunks and bonds) and disconnected subsupport chunks respectively. An implementer can freely define the shader functions and parameters. Different functions can have the effect of emulating different physical materials.<br>
+ Blast&trade; provides reference implementations of such functions in <a class="el" href="pageextshaders.html">Damage Shaders (NvBlastExtShaders)</a>, see also <a class="el" href="_nv_blast_ext_damage_shaders_8h.html">NvBlastExtDamageShaders.h</a>. The <a class="el" href="struct_nv_blast_damage_program.html">NvBlastDamageProgram</a> is used through <a class="el" href="_nv_blast_8h.html#7bf6cbcc95e377f61dbd1ab87bf6facc">NvBlastActorGenerateFracture</a> that will provide the necessary internal data for the <a class="el" href="struct_nv_blast_actor.html">NvBlastActor</a> being processed. The shader functions see the internal data as <a class="el" href="struct_nv_blast_graph_shader_actor.html">NvBlastGraphShaderActor</a> and <a class="el" href="struct_nv_blast_subgraph_shader_actor.html">NvBlastSubgraphShaderActor</a> respectively.<p>
The second stage is carried out with <a class="el" href="_nv_blast_8h.html#6a3d0ae6f5c5efb65699140897adb8c0">NvBlastActorApplyFracture</a>. This function takes the previously generated Fracture Commands and applies them to the <a class="el" href="struct_nv_blast_actor.html">NvBlastActor</a>. The result of every applied command is reported as a respective Fracture Event if requested.<p>
Fracture Commands and Fracture Events both are represented by <a class="el" href="struct_nv_blast_fracture_buffers.html">NvBlastFractureBuffers</a>. The splitting of the actor into child actors is not done until the third stage, <a class="el" href="_nv_blast_8h.html#dc280b2a624d76981c87fb5f068d5106">NvBlastActorSplit</a>, is called. Fractures may be repeatedly applied to an actor before splitting.<p>
-The <a class="el" href="_nv_blast_8h.html#6a40c4286de500e8545babfb9c517789">NvBlastActorGenerateFracture</a>, <a class="el" href="_nv_blast_8h.html#6a3d0ae6f5c5efb65699140897adb8c0">NvBlastActorApplyFracture</a> and <a class="el" href="_nv_blast_8h.html#dc280b2a624d76981c87fb5f068d5106">NvBlastActorSplit</a> functions are profiled in Profile configurations. This is done through a pointer to a <a class="el" href="struct_nv_blast_timers.html">NvBlastTimers</a> struct passed into the functions. If this pointer is not NULL, then timing values will be accumulated in the referenced struct.<p>
+The <a class="el" href="_nv_blast_8h.html#7bf6cbcc95e377f61dbd1ab87bf6facc">NvBlastActorGenerateFracture</a>, <a class="el" href="_nv_blast_8h.html#6a3d0ae6f5c5efb65699140897adb8c0">NvBlastActorApplyFracture</a> and <a class="el" href="_nv_blast_8h.html#dc280b2a624d76981c87fb5f068d5106">NvBlastActorSplit</a> functions are profiled in Profile configurations. This is done through a pointer to a <a class="el" href="struct_nv_blast_timers.html">NvBlastTimers</a> struct passed into the functions. If this pointer is not NULL, then timing values will be accumulated in the referenced struct.<p>
The following example illustrates the process:<p>
<div class="fragment"><pre class="fragment"><span class="comment">// Step one: Generate Fracture Commands</span>
<span class="comment">// Damage programs (shader functions), material properties and damage description relate to each other.</span>
<span class="comment">// Together they define how actors will break by generating the desired set of Fracture Commands for Bonds and Chunks.</span>
<a class="code" href="struct_nv_blast_damage_program.html">NvBlastDamageProgram</a> damageProgram = { GraphShader, SubgraphShader };
-<a class="code" href="struct_nv_blast_program_params.html">NvBlastProgramParams</a> programParams = { damageDescs, damageDescCount, materialProperties };
+NvBlastProgramParams programParams = { damageDescs, damageDescCount, materialProperties };
<span class="comment">// Generating the set of Fracture Commands does not modify the NvBlastActor.</span>
-<a class="code" href="_nv_blast_8h.html#6a40c4286de500e8545babfb9c517789">NvBlastActorGenerateFracture</a>( fractureCommands, actor, damageProgram, &amp;programParams, logFn, &amp;timers );
+<a class="code" href="_nv_blast_8h.html#7bf6cbcc95e377f61dbd1ab87bf6facc">NvBlastActorGenerateFracture</a>( fractureCommands, actor, damageProgram, &amp;programParams, logFn, &amp;timers );
<span class="comment">// Step two: Apply Fracture Commands</span>