Public Member Functions
nvidia::apex::DisplacementMapVolume Class Reference

#include <ExplicitHierarchicalMesh.h>

List of all members.

Public Member Functions

virtual void getData (uint32_t &width, uint32_t &height, uint32_t &depth, uint32_t &size, unsigned char const **ppData) const =0
virtual ~DisplacementMapVolume ()

Detailed Description

Interface to a "displacement map volume," used with tessellated fracturing. A displacement map volume captures how to displace a particular point in 3D space along the x, y and z axes. The data is stored as a 3D texture volume, with corresponding displacement coordinates acting as a look-up into this volume. X, Y and Z offsets correspond to R, G, and B color channels

Various approaches can be used to generate the 3D noise field, in this case Perlin noise is used, with appropriate settings specified by the FractureSliceDesc.


Constructor & Destructor Documentation

virtual nvidia::apex::DisplacementMapVolume::~DisplacementMapVolume ( ) [inline, virtual]

Member Function Documentation

virtual void nvidia::apex::DisplacementMapVolume::getData ( uint32_t &  width,
uint32_t &  height,
uint32_t &  depth,
uint32_t &  size,
unsigned char const **  ppData 
) const [pure virtual]

Fills the specified array and parameters with texture-compatible information.

The corresponding texture aligns with the displacement UVs generated as fracturing occurs when displacement maps are enabled, with RGB data corresponding to XYZ offsets, respectively.


The documentation for this class was generated from the following file:

Generated on Tue Aug 1 2017 22:43:54

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