NVIDIA APEX 1.3.1 Documentation
APEX Clothing Module
Table Of Contents
APEX Framework
APEX Programmers Guide
ParamTool
APEX Clothing Module
Module Documentation
Programmers Guide
Clothing Tool
APEX Destruction Module
Destruction Introduction
Destruction Authoring with PhysXLab
FractureTool
API
APEX Particles Module
Note
Users Guide
Programmers Guide
Examples
API
APEX Turbulence Module
Turbulence Introduction
API
APEX ForceField Module
Force Field Introduction
APEX Samples
ApexHelloWorld Users Guide
SimpleClothing Users Guide
SimpleDestruction Users Guide
SimpleForcefield Users Guide
SimpleParticlesTest Users Guide
SimpleTurbulence Users Guide
Console Examples
Android Examples
APEX 1.2 to 1.3 Migration Guide
General
Destruction
Clothing
Particles
NVIDIA Copyright Notice
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Programmers Guide
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Contents:
Introduction
Overview
Classes
Runtime Usage
Main Loop
Errors and Warnings
Runtime Interfaces
Initialization
Loading the Clothing Module
Loading Assets
Loading Assets the NRP way
Loading Assets the NxParameterized way
Loading Assets the old way
Instantiating Actors
Clothing Preview
Stepping the Simulation
Updating Actor Benefit for LoD
Distribution of simulation resources
Turning off the automatic LOD
Updating the Animation State
Updating the Max Distance Scale
Remap Bone Indices
Use Internal Bone Order
Frame Delay
Wind
Rendering With Render Proxy
Rendering
Implementing the Render Interface
A simple scenario
Buffered calls & Multithreading
Using Morph Targets (also known as Blend Shapes)
Colliding with the Environment
Authoring Interfaces
Initialization
Graphical Mesh
Physics Mesh
Singlelayer Cloth
Multilayer Clothing Cloth
Custom Physics Mesh
Creating the Clothing Asset Authoring Object
Binding the Graphical and the Physical Mesh
Adding Information about Bones
Adding Misc Parameters
Scaling at Export
Saving & Loading the Asset
The parameterized way
Progress Listener
API
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Clothing API
NVIDIA APEX 1.3.1 Documentation
APEX Clothing Module