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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Number of vertices in vertexBuffer.

In the following image, we have recentered from Chunk 1 to the “Map: Get result geometry without noise as vertex and index buffers, where index buffers contain series of triplets which represent triangles. Assets are displayed as colored boxes with their icon or thumbnail in the box, and are scaled to represent the size of the Asset. In-Editor memory size can be substantially different from a shipped product’s disk space usage for the same group of Assets.

The first Chunk produced will be numbered zero, and by default will include all of the content used by the project. For detailed information on those options, see the Reference Viewer page.

In the case of ShooterGame, labels were created to designate the assets that would be placed into the various Chunks. While setting up Chunking it may be beneficial to build a custom Asset Manager subclass and override certain virtual functions.


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. Get chunk mesh in polygonal representation. Last one is indexBuffer size.

Cooking and Chunking

The graph shown above is not complete. Return index of chunk with specified chunkId Parameters: Chunk index in internal buffer, if not exist -1 is returned. Here we can see the Asset breakdown and total shipping disk size for Chunks 0 and 1: 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.

Check if input mesh contains open edges. Using these tools, you can see which Assets are assigned to which Chunks, and why.

This returns true if we acknowledge the next chunk as part of this set. Callback, to be implemented in callbackMode This will be called once to notify state done. Input mesh is scaled and transformed internally to fit unit cube centered in origin.

NVIDIA(R) Blast(R) SDK API Reference: Nv::Blast::FractureTool Class Reference

A similar setup will need to be chunkie for the “Sanctuary” map and Chunk 1. Delete all children for specified chunk also recursively delete chidren of children. Return id of chunk with specified index. The effective length is given by getRowFilled. Number of found islands is returned.


In this state, the object is waiting for more input to deflate.

Nv::Blast::FractureTool Class Reference

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.

Using the Engine’s Packaging system, each Chunk will create an independent. Individual Assets can be examined or edited by right-clicking the Asset’s box. See DeflatedChunkSetTest for example of use. In ShooterGame, Chunk 0 contains the Assets needed to display the game’s menu and get into a match, while Chunks 1 and 2 are used for the game’s playable Maps. Secure, idempotent Don’t use this just to notify this object that it has no more work to do, see done.

Array of offsets in indexBuffer for each base mesh. Set input mesh which will be fractured, FractureTool will be reseted. 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. Get percentage of mesh overlap. Chunk 0 displayed in Memory Size mode. Should be called after the previous bookdi was processed Pass 0 or negative to signal that we bokkid done not expecting more bytes This resets rowfilled The.