Programmers Guide From NVIDIA APEX previous page next page Navigation next previous | NVIDIA APEX Documentation » APEX Clothing Module » 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 NvParameterized 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 Navigation next previous | NVIDIA APEX Documentation » APEX Clothing Module » previous page start next page