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APEX Framework: Member List

NVIDIA APEX

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nvidia::apex::UserRenderSpriteBufferDesc Member List
This is the complete list of members for nvidia::apex::UserRenderSpriteBufferDesc, including all inherited members.
hintnvidia::apex::UserRenderSpriteBufferDesc
interopContextnvidia::apex::UserRenderSpriteBufferDesc
isTheSameAs(const UserRenderSpriteBufferDesc &other) const nvidia::apex::UserRenderSpriteBufferDesc [inline]
isValid(void) const nvidia::apex::UserRenderSpriteBufferDesc [inline]
MAX_SPRITE_TEXTURESnvidia::apex::UserRenderSpriteBufferDesc [static]
maxSpritesnvidia::apex::UserRenderSpriteBufferDesc
registerInCUDAnvidia::apex::UserRenderSpriteBufferDesc
semanticOffsetsnvidia::apex::UserRenderSpriteBufferDesc
setDefaults()nvidia::apex::UserRenderSpriteBufferDesc [inline]
stridenvidia::apex::UserRenderSpriteBufferDesc
textureCountnvidia::apex::UserRenderSpriteBufferDesc
textureDescsnvidia::apex::UserRenderSpriteBufferDesc
UserRenderSpriteBufferDesc(void) (defined in nvidia::apex::UserRenderSpriteBufferDesc)nvidia::apex::UserRenderSpriteBufferDesc [inline]

Generated on Fri Dec 15 2017 13:58:41
Copyright © 2012-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.
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Table of contents

  • NVIDIA APEX Documentation
  • APEX Framework
    • APEX Programmers Guide
      • Introduction
        • Motivation
        • The NVIDIA APEX Solution
        • Definitions
        • Directory Structure
        • Version Numbers
      • Deployment
        • How to build
        • Build Configurations
        • The legacy module
        • What to ship
        • Application GUID (Windows only)
      • Assets and Actors
        • Authorable Objects
        • Asset Data Flow
        • Level Editor and Level Loading
        • Asset Authoring Class
        • Asset Class
        • Asset Inclusion
        • Asset Referencing
        • Actor Class
        • Actor Context
      • Framework Interfaces
        • Initialization
        • Loading Modules
        • Creating Scenes
          • Using CUDA
        • Loading Assets
          • Asset Authoring
          • Creating an Asset from an Authoring Class
          • Creating an Authoring from an Asset Class
          • Loading All Assets at Once
        • Instantiating Actors
        • Named Resource Provider
          • NRP Well Known Namespaces
            • NSCollisionGroup
            • NSCollisionGroup128
            • NSCollisionGroupMask
            • ApexMaterials
            • NSPhysicalMaterial
            • NSCustomVBNames
            • Namespaces for Asset names
        • Render Mesh Asset
        • Render Resources Interface
          • Renderable Actor Interface
          • User Implemented Classes
          • APEX Scene Based Render Resource Updating
          • Ad-Hoc Render Resource Updating
          • Example Overview
        • Materials
          • Default Material Library Implementation
        • Asynchronous Simulation Interface
        • Buffered API
        • View Matrix and the Projection Matrix
        • Level of Detail
        • Scalable Parameters
        • Ownership of PhysX SDK Objects
        • Serialization
        • Asset Preview
          • Asset Preview Colors
        • Errors and Warnings
      • Render Mesh Asset Interfaces
        • RenderMeshAssetAuthoring Interface
          • RenderMeshAssetAuthoring::SubmeshDesc
            • Vertex Buffers
            • Index Buffers
        • VertexBuffer Interface
        • VertexFormat Interface
      • D3D/OGL CUDA Interop
        • Requirements
        • Detailed Explanation
        • Notes
      • PhysX Visual Debugger
        • Introduction
        • Get PVD
        • Supported Configurations
        • Connecting to PVD
        • Example
        • Android Notes
      • Debug Visualization
        • Introduction
        • Framework Parameters
        • Module List
        • Examples
        • Debug Rendering Colors
    • ParamTool
    • API
  • APEX Clothing Module
    • Module Documentation
      • Introduction
        • Animation and Simulation
          • Hybrid Clothing
          • Cloth Simulation
        • Run Time
        • Time stepping
          • Adaptive Target Frequency
        • Authoring
          • Painting Channels
            • Max Distance
            • Collision Radius
            • Collision Distance
            • Master / Slave (Latch-To-Nearest)
      • Clothing Types
        • Immediate Clothing
        • Skinned Clothing
          • Simplify Graphics Mesh
            • Welding
            • Simplification
            • Hole Closing
            • Vertex Selection
          • Physical Mesh from Iso-Surface
            • Softbody Mesh
            • Cloth Mesh
            • Provide Custom Mesh
        • Examples
      • Features
        • Physical LoD
          • Adaptive Max Distance
          • Reducing Solver Iterations
          • Physical LoD Algorithm
          • Graphical LoD
            • Graphical LoD vs Physical LoD
        • Rendering
        • Collision with the Character
          • Collision Volumes
            • Stored in the Asset
            • Controlled by the Game Engine
            • Simulation Cost
          • Backstop
        • Simulation Normals
          • Simulation Normals from Graphical Mesh
          • Derive Simulation Normals from Bones
        • Rendering Normals
          • Recompute Normals at Run Time
        • Tangent Space
        • Cloth Behavior
          • Gravity
          • Topology of the Simulated Cloth
          • Solver Settings
          • Hard Stretch Limitation
          • Stiffness parameters
          • Damping
          • Ortho Bending
          • Collision Thickness
          • Self-Collision Thickness
          • 2-Way Interaction
          • Max-Distance Bias
        • Debug Visualization
          • Skinned Positions
          • Max Distance
          • Backstop
          • Collision
          • Mesh-Mesh Skinning
          • Physical Mesh
          • Bones/Animation
          • Velocities
          • Per Vertex Skinning Information
        • Serialization
          • Parameterized Objects
          • APEX Streams
    • Programmers Guide
      • Introduction
        • Overview
          • Classes
            • Deprecated 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
            • Softbody
            • 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
    • Clothing Tool
      • Getting started
      • Input Mesh
        • Select Sub-mesh
      • Manipulating the View
      • Paint Graphics Mesh
        • Sub-mesh Subdivision
        • Culling
        • Histogram and multiple physics meshes
      • Generate collision volumes
        • Automatic Generation
        • Inflation
        • Manual generation
      • Deformable Parameters
        • Static Parameters
        • Flags
      • Clothing Material
        • Material Libraries
        • Materials
        • Clothing material
          • Stiffness
          • Inertia Settings
          • Misc
      • Single Layered Clothing
        • Use Input Mesh
        • Modify Cloth Mesh
        • Save/Run
      • Multilayer Clothing
        • Step 1) Create an Iso Surface
        • Step 2) Simplify the Iso Surface
        • Step 3) Tetrahedralize
        • Step 4) Start Simulation
      • Simulation
        • Actions
        • Info
        • Actor Count
        • PhysX run time Parameters
        • APEX run time Parameters
        • Animation
      • Visualization
        • Graphical Mesh
        • Painting
        • Cloth Mesh
        • Collision
        • Iso Mesh
        • Tetras
        • Misc
        • Clipping
        • Animation
        • Original Mesh
        • Apex Mesh
        • SDK Visualization
        • APEX PhysX Mesh
        • APEX PhysX Max Distance
        • APEX Skeleton
        • APEX Graphical Mesh
        • ClothingActorFlags
        • Shaders
        • Misc
    • API
  • APEX Destruction Module
    • Destruction Introduction
      • Getting Started
      • The Destruction Module
      • Destructible Assets
      • Destructible Actors
        • Actor Serialization and Deserialization
        • Setting the default PhysX descriptors
      • Destructible Synchronization
        • Module-level semantics
        • Actor-level semantics
        • Example use-cases
        • Guidelines and Caveats
      • Runtime Fracturing
        • Fracture Patterns
        • Parameters
      • Fracture Callbacks
      • Automatic LOD - Destructible Benefit and Cost Functions
      • Rendering Considerations
        • Render Proxy
        • VTF Rendering
      • Debug Visualization
      • Errors and Warnings
    • Destruction Authoring with PhysXLab
    • FractureTool
      • Tessellation
    • API
  • APEX Particles Module
    • Note
    • Users Guide
      • APEX Particles Module Users Guide Introduction
        • Introduction
        • The new unified Particles module for APEX 1.3
        • Emitters
        • IOSes
        • IOFX
        • Effect Packages
      • APEX Emitter Users Guide
        • Introduction
        • APEX Emitter Authoring Parameters Overview
          • Common Parameters
          • Shape Emitters
          • Air / Ground Emitters
            • Air Emitter
            • Ground Emitter
        • Weapon/Impact Emitter
        • APEX Emitter Preview Rendering
        • APEX Emitter Debug Rendering
      • APEX Basic IOS Users Guide
        • Introduction
        • Example
      • APEX Basic FS Users Guide
        • Introduction
        • Common Field Sampler Properties
        • Attractor Field Sampler
        • Jet Field Sampler
        • Noise Field Sampler
        • Vortex Field Sampler
        • Wind Field Sampler
      • APEX IOFx Users Guide
        • Introduction
        • IOFx Modifiers
        • Example
      • APEX EffectPackage Users Guide
        • Introduction
        • APEX EffectPackage Authoring Parameters Overview
          • LOD Settings
            • Screen Space Culling
          • EffectProperties
          • EffectPacakge EmitterProperties
          • The ParticleEffectTool (PET)
            • PET Output Asset Files
            • PET Published Binary Output Asset Files
    • Programmers Guide
      • APEX Particles Module Programmers Guide Introduction
        • Introduction
        • Performance Considerations
        • PhysX SDK Compatibility
      • APEX Emitter Programmers Guide
        • Introduction
        • Shaped APEX Emitter
          • Creating the Shaped Emitter
          • Emitting Particles
          • Using the Explicit Geometry
            • Explicit Particle Velocities
            • Explicit Emitter Pose
        • Impact Emitter
        • Ground Emitter
          • Named Resource Provider Callbacks
        • Emitter Asset Previews
          • Shaped Emitter
          • Impact Emitter
          • Ground Emitter
          • Asset Preview Creation
        • Debug Visualization
        • Errors and Warnings
      • APEX Basic IOS Programmers Guide
        • Introduction
        • Errors and Warnings
      • APEX IOFx Programmers Guide
        • Introduction
        • IOFX Semantics and Render Layouts
        • Renderables
        • Shared Render Buffers & Surfaces
        • Render Volumes
          • Render Volumes Use Cases
            • Simple
            • Renderable Per Emitter
            • Lighting Considerations
            • Special IOFX Renderers
            • Explicit Culling
          • Render Volumes At Runtime
        • Errors and Warnings
      • APEX EffectPackage Programmers Guide
        • Introduction
        • Loading the EffectPackage databases
          • PET Published Binary Output Asset Files
        • Creating an Asset based on the pre-registered data in the Particles Module
        • Creating an EffectPackage Actor
        • Modifying an EffectPackageActor : EffectPackageActor.h
      • APEX Particle CUDA Memory Usage
      • APEX Particle Integration Guide
        • Introduction
        • CUDA Context Manager
        • Second Effects Scene
          • Stepping the effects scene
          • Mirroring shapes to the effects scene
          • Fully asynchronous effects scene
    • Examples
      • Basic IOS Example
        • Introduction
      • IOFx Example
        • Introduction
    • API
  • APEX Turbulence Module
    • Turbulence Introduction
      • Note
      • Turbulence Assets
      • Turbulence Actors
        • Interaction with PhysX Shapes
        • Controlling the effect of PhysX Shapes
        • Definition of BasicFS
        • BasicFS Asset
        • Variables for affecting the shape of basic field samplers in a grid
        • Variables for affecting the shape of the Turbulence shape outside the grid
        • Variables for direction and strength
      • Field Variation Details
      • LOD Support
      • Turbulence Thermodynamics
        • How to Use
        • Heat Sources
          • Creating the Heat Source
        • Heat sources can be manipulated by
        • Extra Parameters
      • Debug Visualization
        • Visualizing Velocity Fields
        • Velocity Vectors
        • Stream Lines
        • Temperature
        • Plane
      • Miscellaneous Features
        • Implicit Collision Transforms
        • Add a Single Direction Velocity to a Grid
      • Accessing Field Data as Render Surfaces
      • Errors and Warnings
    • API
  • APEX ForceField Module
    • Force Field Introduction
      • ForceField Assets
      • ForceField Actors
        • Interaction with PhysX Shapes
      • Parameters
        • Lifetime
        • Strength
        • Spacial Falloff
        • Falloff Types
        • Include Shapes
        • Noise
      • Force Field Types
        • Spherical Force Field
      • Debug Visualization
      • Errors and Warnings
    • API
  • APEX 1.3 to 1.4 Migration Guide
    • General
      • Supported PhysX versions
      • General public interface changes
      • Removed modules
      • Legacy module
      • Rendering interface changes
      • Platforms support
      • Samples and snippets
  • NVIDIA Copyright Notice

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