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/pagellapi.html | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'docs/api_docs/files/pagellapi.html') diff --git a/docs/api_docs/files/pagellapi.html b/docs/api_docs/files/pagellapi.html index f7d65a6..7bb030f 100644 --- a/docs/api_docs/files/pagellapi.html +++ b/docs/api_docs/files/pagellapi.html @@ -220,21 +220,21 @@ The family will not be automatically released when all actors within it

Damage and Fracturing

Damaging and fracturing is a staged process. In a first step, a NvBlastDamageProgram creates lists of Bonds and Chunks to damage - so called Fracture Commands. The lists are created from input specific to the NvBlastDamageProgram.
- NvBlastDamagePrograms are composed of a NvBlastGraphShaderFunction and a NvBlastSubgraphShaderFunction 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.
- Blast™ provides reference implementations of such functions in Damage Shaders (NvBlastExtShaders), see also NvBlastExtDamageShaders.h. The NvBlastDamageProgram is used through NvBlastActorGenerateFracture that will provide the necessary internal data for the NvBlastActor being processed. The shader functions see the internal data as NvBlastGraphShaderActor and NvBlastSubgraphShaderActor respectively.

+ NvBlastDamagePrograms are composed of a NvBlastGraphShaderFunction and a NvBlastSubgraphShaderFunction 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.
+ Blast™ provides reference implementations of such functions in Damage Shaders (NvBlastExtShaders), see also NvBlastExtDamageShaders.h. The NvBlastDamageProgram is used through NvBlastActorGenerateFracture that will provide the necessary internal data for the NvBlastActor being processed. The shader functions see the internal data as NvBlastGraphShaderActor and NvBlastSubgraphShaderActor respectively.

The second stage is carried out with NvBlastActorApplyFracture. This function takes the previously generated Fracture Commands and applies them to the NvBlastActor. The result of every applied command is reported as a respective Fracture Event if requested.

Fracture Commands and Fracture Events both are represented by NvBlastFractureBuffers. The splitting of the actor into child actors is not done until the third stage, NvBlastActorSplit, is called. Fractures may be repeatedly applied to an actor before splitting.

-The NvBlastActorGenerateFracture, NvBlastActorApplyFracture and NvBlastActorSplit functions are profiled in Profile configurations. This is done through a pointer to a NvBlastTimers struct passed into the functions. If this pointer is not NULL, then timing values will be accumulated in the referenced struct.

+The NvBlastActorGenerateFracture, NvBlastActorApplyFracture and NvBlastActorSplit functions are profiled in Profile configurations. This is done through a pointer to a NvBlastTimers struct passed into the functions. If this pointer is not NULL, then timing values will be accumulated in the referenced struct.

The following example illustrates the process:

// Step one: Generate Fracture Commands
 
 // Damage programs (shader functions), material properties and damage description relate to each other.
 // Together they define how actors will break by generating the desired set of Fracture Commands for Bonds and Chunks.
 NvBlastDamageProgram damageProgram = { GraphShader, SubgraphShader };
-NvBlastProgramParams programParams = { damageDescs, damageDescCount, materialProperties };
+NvBlastProgramParams programParams = { damageDescs, damageDescCount, materialProperties };
 
 // Generating the set of Fracture Commands does not modify the NvBlastActor.
-NvBlastActorGenerateFracture( fractureCommands, actor, damageProgram, &programParams, logFn, &timers );
+NvBlastActorGenerateFracture( fractureCommands, actor, damageProgram, &programParams, logFn, &timers );
 
 
 // Step two: Apply Fracture Commands
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