From b0c11962f6012430da3bcaa2727288046b33d648 Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Tue, 24 Oct 2017 15:25:02 -0700 Subject: Changes for 1.1.1 See README.md --- docs/api_docs/files/pageextshaders.html | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'docs/api_docs/files/pageextshaders.html') 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 @@

Damage Shaders (NvBlastExtShaders)

The Blast™ damage shader extension provides basic implementations of programs generating fracture commands, the first step in breaking a Blast™ Actor, see Damage and Fracturing. 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:

-

    NvBlastDamageProgram damageProgram = { NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader };
+

-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

+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:

@@ -39,8 +39,8 @@ A Tk layer example follows.

tkGroup->process();

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:

-

    NvBlastProgramParams programParams = { damageDescs, 2, &material };
-    NvBlastActorGenerateFracture(commandBuffers, actor, damageProgram, &programParams, nullptr, nullptr);
+
    NvBlastProgramParams programParams = { damageDescs, 2, &material };
+    NvBlastActorGenerateFracture(commandBuffers, actor, damageProgram, &programParams, nullptr, nullptr);