#include <ExplicitHierarchicalMesh.h>
Public Member Functions | |
virtual void | getData (uint32_t &width, uint32_t &height, uint32_t &depth, uint32_t &size, unsigned char const **ppData) const =0 |
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.
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 Fri Dec 15 2017 13:58:38 Copyright © 2012-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.