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APEX NvParameterized Schemas: Member List

NVIDIA APEX

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DebugColorParams Member List
This is the complete list of members for DebugColorParams, including all inherited members.
BlackDebugColorParams
BlueDebugColorParams
Color0DebugColorParams
Color1DebugColorParams
Color2DebugColorParams
Color3DebugColorParams
Color4DebugColorParams
Color5DebugColorParams
DarkBlueDebugColorParams
DarkGrayDebugColorParams
DarkGreenDebugColorParams
DarkPurpleDebugColorParams
DarkRedDebugColorParams
DefaultDebugColorParams
EmeraldDebugColorParams
ForceArrowsHighDebugColorParams
ForceArrowsLowDebugColorParams
ForceArrowsNormDebugColorParams
GoldDebugColorParams
GrayDebugColorParams
GreenDebugColorParams
LightBlueDebugColorParams
LightGrayDebugColorParams
LightGreenDebugColorParams
LightRedDebugColorParams
MeshDynamicDebugColorParams
MeshStaticDebugColorParams
OrangeDebugColorParams
PoseArrowsDebugColorParams
PurpleDebugColorParams
RedDebugColorParams
ShapeDebugColorParams
Text0DebugColorParams
Text1DebugColorParams
WhiteDebugColorParams
YellowDebugColorParams

Generated on Fri Dec 15 2017 13:59:11
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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