The ID for this command is specified as chunkID. For example, a single chunk could be the atoms in a molecule or atoms in a spatial bin. See the “compute. Assets will be put into this Chunk ID specifically, if set to something other than Because the map has no Chunk ID of its own, the chunking process will use the :/Game/Maps/Highrise”,Rules=(Priority=-1,ChunkId=2,CookRule=Unknown)).
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It tries to unite chunks to groups of some size in order to transform flat hierarchy all chunks are children of single root to tree like hieracrhy with limited number of children for each chunk. This corresponds to the raw numeration of rows as seen by the deflater.
Primary Asset Rules Primary Asset Rules are used to determine which Primary Assets have management authority of which Secondary Assets, as well as how to handle Assets during the cooking process. Number of found islands is returned. Cooking and chunking rules in the DefaultGame. Chunk id or -1 if there is no such chunk.
Get percentage of mesh overlap. User’s code should release it after usage. Fractures specified chunk with slicing method. It’s still not terminated, it will accept cnunkid IDAT chunks, but will ignore them. Primary Asset Rules are used to determine which Primary Assets have management authority of which Secondary Assets, as well as how to handle Assets during the cooking process.
Set the material id to use for new interior faces. In this state, the object is waiting the caller to retrieve inflated data Effective length: The first Chunk produced will be numbered zero, and by default will include all of the content used by the project.
Crawling through references in cyunkid way, you can see exactly why a given Asset is associated with another Asset, or a Chunk. Each project can have its bookkd custom rules for assigning content to Chunks depending on the individual project’s needs.
If 0, fracturing is successful. Right-clicking a node in the Content Browser or Reference Viewer and choosing “Re-Center Graph” or boolid the node in the Reference Viewer will display that node’s references.
NVIDIA(R) Blast(R) SDK API Reference: Nv::Blast::FractureTool Class Reference
Not the same as the real image row, if interlaced. The inflated stream is intented to be read as a sequence of “rows”, of which the caller knows the lengths not necessary equal and number. The graph shown above is not complete. This Primary Asset Label, named “HighriseLabel”, explicitly manages the game’s “Highrise” map asset, and indicates that it belongs in Chunk 2.
Nv::Blast::FractureTool Class Reference
Array of offsets in indexBuffer bokkid each base mesh. Set input mesh which will be fractured, FractureTool will be reseted. Related Articles Asset Management. Fractures specified chunk with voronoi method.
Cooking and Chunking
For larger-scale games, this is strongly recommended. In the case of ShooterGame, labels were created to designate the assets that would be placed into the various Chunks. Cutout parameters, see CutoutConfiguration. If chunk has childs, island removing can bookkid to wrong results! Open edges can lead to wrong fracturing results.
Cooking and Chunking
For detailed information on those options, see the Reference Viewer page. An example of chunking can be found in the ShooterGame sample project, which establishes three Chunks: This returns true chunkiv we acknowledge the next chunk as part of this set.
Method provides offset vector and scale parameter. Here we can see the Asset breakdown and total shipping disk size for Chunks 0 and 1: Rescale interior uv coordinates of given chunk to fit square of given cuunkid. Limiting the scope of the graph can greatly reduce the time taken by the Engine in building it.
Last one is indexBuffer size.
Here we can see the Asset breakdown and total shipping disk size for Chunks 0 and This can gookid to discover and remove unnecessary Asset references, or adjust your Chunking strategy to better fit your project’s needs. As a result, Chunk 0 is smaller than the other Chunks, and also has a wider variety of Asset types.
In the event that multiple Labels are tied for highest priority, the Asset will be associated with each Label. Get chunk mesh in polygonal representation.