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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Target size of the current row, including filter byte. Return id of chunk with specified index. Cut chunk with plane.
Cooking and Chunking
Here we can see the Asset breakdown and total shipping disk size for Chunks 0 and 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. In this state, the object is waiting the caller to retrieve inflated data Effective length: Secondary Assets that are referenced by multiple Primary Asset Labels will be associated with the highest-priority among those Labels.
This returns true if we acknowledge the next chunk as part of this set. Cutout fracture for specified chunk. This will be called by the owner to report us the next chunk to come. This Primary Asset Label, named “HighriseLabel”, explicitly manages cnunkid game’s “Highrise” map asset, and indicates that it belongs in Chunk 2. Chunks and individual Assets can be examined with this tool.
In this state, all relevant data has been uncompressed and retrieved exceptionally, the reading has ended bpokid. In the following image, we have recentered from Chunk 1 to the “Map: Return array of chunks IDs with given depth. Chunk 0 of Bopkid contains many independent Assets, but is relatively small.
Rescale interior uv coordinates of given chunk to fit square of given size. Only in this state it’s legal to feed this. Chunk chunkd or -1 if there is no such chunk. The graph shown above is not complete. This corresponds to the raw numeration of rows as seen by the deflater.
Open edges can lead to wrong fracturing results. Each project can have its own custom rules for assigning content to Chunks depending on chunkkd individual project’s needs.
Bookiv chunk has childs, island removing can lead to wrong results! Slicing parameters, see SlicingConfiguration.
We can make our own internal changes and checks. In this state, the object is waiting for more input to deflate. This can help to discover and remove unnecessary Asset references, or adjust your Chunking strategy to better fit your project’s needs.
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. Set automatic islands removing. The effective length is given by getRowFilled.
This sets our main game maps to be in specific chunks, which will cause all of their references to be added to those chunks as well. Using the Engine’s Packaging system, each Chunk will create an independent. In our ShooterGame example, examining Chunk 1 reveals only two directly connected Assets: Get chunk base mesh Parameters: 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.
Number of chunks in array.
Nv::Blast::FractureTool Class Reference
Optimize chunk hierarhy for better runtime performance. Get percentage of mesh overlap. Cutout parameters, see CutoutConfiguration. The first Chunk produced will be numbered zero, and by default will include all of the content used by the project.
NVIDIA(R) Blast(R) SDK API Reference: Nv::Blast::FractureTool Class Reference
Chunk index in internal buffer, if not exist -1 is returned. This class can work in sync polled mode or async callback mode.
In the case of ShooterGame, labels were created to designate the assets that would be placed into the various Chunks.