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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Should be called after the previous row was processed Pass 0 or negative to signal that we are done not expecting more bytes This resets rowfilled The. Related Articles Asset Management.
Get result geometry without noise as vertex and index buffers, where index buffers contain series of triplets which represent triangles. For detailed information on those options, see the Reference Viewer page. Must return byes of next row, for next callback.
In this state, all relevant data has been uncompressed and retrieved exceptionally, the reading has ended prematurely. Here we can see the Asset breakdown and total shipping disk size for Chunks 0 and 1: Apply it before further chunk splitting. Number of found islands is returned. Optimize chunk hierarhy for better runtime performance. In addition, all Secondary Assets in the map will be associated with Chunk 2.
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.
While they are not usually loaded during the game, they are used when cooking and chunking and can set up their own rules, lists, and priorities for other project assets.
Boxes nested within other boxes represent a parent-child reference relationship. This returns true if we acknowledge the next chunk as part of this set.
Cutout fracture for specified chunk. User’s code should release it after usage.
Cooking and Chunking
Noise configuration for plane-chunk intersection, see NoiseConfiguration. In this state, the object is waiting for more input to deflate. Chunk index in internal buffer, blokid not exist -1 is returned.
This will be called by the owner to report us the next chunk to come. Array of offsets in indexBuffer for each base mesh.
Nv::Blast::FractureTool Class Reference
Method provides offset vector and scale parameter. The priority value of bookis sets priority to the default value, which is 1. Chunk 0 displayed in Memory Size mode. Limiting the scope of the graph gookid greatly reduce the time taken by the Engine in building it. Last one is indexBuffer size Returns: For larger-scale games, this is strongly recommended.
Secondary Assets that are referenced by multiple Primary Asset Labels will be associated with the highest-priority among those Labels.
If chunk has childs, island removing can lead to wrong results! Fractures specified chunk with slicing method.
NVIDIA(R) Blast(R) SDK API Reference: Nv::Blast::FractureTool Class Reference
In-Editor memory size can be substantially different from a shipped product’s disk space usage for the same group of Assets.
In this state, the object is waiting the caller to retrieve inflated data Effective length: An example of chunking can be found in the ShooterGame sample project, which establishes three Chunks: In the case of ShooterGame, labels were created to designate the assets that would be placed into the various Chunks.
Crawling through references in this way, you can see exactly why a given Asset is associated with another Asset, or a Chunk.
Get percentage of mesh overlap. Return id of chunk with specified index. Return index of chunk with specified chunkId Parameters: In the event that multiple Labels are tied for highest priority, the Asset will be associated with each Label. In our ShooterGame example, examining Chunk 1 reveals only two directly connected Assets: For example, a texture that is referenced by a Material would appear inside the Material’s box, because loading the Material implicitly involves loading the texture.
Rescale interior uv coordinates of given chunk to fit square of given size. If 0, fracturing is successful.
This sets our main cchunkid maps to be in specific chunks, which will cause all of their references to be added to those chunks as well. The final entry, governing Chunk 0, ensures that anything referenced by the map that loads when the game first starts up will be in Chunk 0, which is also the default Chunk.
Cooking and Chunking
Return depth level of the given chunk Parameters: Using these tools, you bokid see which Assets are assigned to which Chunks, and why. Number of vertices in vertexBuffer.
In ShooterGame, Assets are distributed between three Chunks. This corresponds to the raw numeration of rows as seen by the deflater. Target size of the current row, including filter byte. This mode scales box sizes based on the memory usage of the Assets in the Editor.