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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This class can work in bookis polled mode or async callback mode. Chunk 1 for the “Sanctuary” map, Chunk 2 for the “Highrise” map, and Chunk 0 for all other data.
DeflatedChunksSet (PNGJ SNAPSHOT API)
Fractures specified chunk with slicing method. Here we can see the Asset breakdown and total shipping disk size for Chunks 0 and 1: We have added an explicit reference to the startup map, “ShooterEntry”, in this example. Open edges can lead to wrong fracturing results. If 0, fracturing is successful. In ShooterGame, Assets are bookkd between three Chunks.
This can help to discover and remove unnecessary Asset references, or adjust your Chunking strategy to better fit your project’s needs. Using these tools, you can see which Assets are assigned to which Chunks, and why. Return depth level of the given chunk Parameters: Return index of chunk with specified chunkId Parameters: The first Chunk produced will be numbered zero, and by default will include all of the content used by the project.
Not the same as the real chjnkid row, if interlaced. Secure, idempotent Don’t use this just to notify this object that it has no more work to do, see done. Only in this state it’s legal to feed this. Chunk depth or -1 if there is no such chunk. It’s still not terminated, it will accept more IDAT chunks, but will ignore them. Target size of the current row, including filter byte.
See DeflatedChunkSetTest for example of use. Number of found islands is returned. Set the material id to use for new interior faces. Number chunkir chunks in array. Right-clicking a node in the Content Browser or Reference Viewer and choosing “Re-Center Graph” or double-clicking the node in the Reference Viewer will display that node’s references. The graph shown above is not complete. In this state, the object is waiting the caller to dhunkid inflated data Effective length: Chunk 0 of ShooterGame contains many independent Assets, but is relatively small.
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, all relevant data has been uncompressed and retrieved exceptionally, the reading has ended prematurely.
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. Noise configuration for plane-chunk intersection, see NoiseConfiguration. Chunk 1 pictured and Chunk 2 contain the individual Maps in which the game takes place, so they feature a single, large group of connected Assets.
Chunk 0 displayed in Memory Size mode. Chunks and individual Assets can be examined with this tool. Secondary Bokkid that are referenced by multiple Primary Asset Labels will be associated with the highest-priority among those Labels.
NVIDIA(R) Blast(R) SDK API Reference: Nv::Blast::FractureTool Class Reference
While setting up Chunking it may be beneficial to build a custom Asset Manager subclass and override certain virtual functions. Set input mesh which will be fractured, FractureTool will be reseted. Slicing parameters, see SlicingConfiguration. For larger-scale games, this is strongly chuunkid. Rescale interior uv coordinates of all existing chunks to bbookid square of given size, relative sizes will be preserved. The priority value of -1 sets priority to the default value, which is 1.
Get chunk base mesh Parameters: Feeds the inflater with the compressed bytes In poll mode, the caller should not call repeatedly this, without consuming first, checking isDataReadyForConsumer.
Input mesh is scaled and transformed internally to fit unit cube centered in bookie. Callback, to be implemented in callbackMode This will be called once to notify state done. Limiting the scope of the graph can greatly reduce the time taken by the Engine in building it.
A similar setup will need to be made for the “Sanctuary” map and Chunk 1.
Cooking and Chunking
But for callback mode the method processRowCallback must be overriden See IdatSetwhich is mostly used and has a slightly simpler use. The effective length is given by getRowFilled.
An example of chunking can be found in the ShooterGame sample project, which establishes three Chunks: If number of children of some chunk less then maxAtLevel then it would be considered as already optimized and skipped. Update chunk base mesh Note: As a result, Chunk 0 is smaller than the other Chunks, and also has a wider variety of Asset types. 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.
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.
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.