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  • 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¶

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¶

  • Clothing API
  • NVIDIA APEX 1.3.1 Documentation
  • APEX Clothing Module
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