APEX NvParameterized Schemas: GraphicsMaterialData Struct Reference

NVIDIA APEX

GraphicsMaterialData Struct Reference

Describes the NxParameterized::Interface for 'GraphicsMaterialData' : Contains the asset properties for this graphics material. More...

#include <params.h>

List of all members.

Public Attributes

String Name
 'Name' : The name of this graphics material
String ApplicationMaterialName
 'ApplicationMaterialName' : The name of the material to match up with the application's material system
String UserProperties
 'UserProperties' : Optional user properties string
RenderTechnique RenderTechnique
 'RenderTechnique' : Which sprite rendering technique to apply
String DiffuseTexture
 'DiffuseTexture' : The diffuse source texture to render the sprite with.
U32 CellColumn
 'CellColumn' : The number of columns in the celled texture
U32 CellRow
 'CellRow' : The number of rows in the celled texture
U32 CellCount
 'CellCount' : The total number of frames in the celled animation
Bool CrossBlend
 'CrossBlend' : True if cross blending celled animated sprites
F32 ColorMultiplier
 'ColorMultiplier' : Multiply this constant times the output color
Bool UsePSM
 'UsePSM' : Whether or not to use the PSM pipeline or not
Resolution Resolution
 'Resolution' : Whether or not to use full-res, half-res, quarter res, or multi-resoluation particle rendering
U32 FullResPercent
 'FullResPercent' : Percentage of particles to render at full resolution, is using the multi-res feature
U32 HalfResPercent
 'HalfResPercent' : Percentage of particles to reunder at half-resolution; remaining percentage maps to quarter resolution if rendering using the multi-res feature
F32 PSM_ShadowBias
 'PSM_ShadowBias' : Helpful ToolTip goes here
Bool PSM_Frustum.ShowFrustum
 'PSM_Frustum.ShowFrustum' : Debug visualize the frustum
F32 PSM_Frustum.FrustumDepth
 'PSM_Frustum.FrustumDepth' : The depth to use to build the non-orthographic projection
F32 PSM_Frustum.FrustumSize
 'PSM_Frustum.FrustumSize' : The overall bounding volume width/height to use to compute the PSM view frustum

Detailed Description

Describes the NxParameterized::Interface for 'GraphicsMaterialData' : Contains the asset properties for this graphics material.

GraphicsMaterialData contains 18 fully qualified names
---------------------------------------------
  1 : String           Name                      
  2 : String           ApplicationMaterialName   
  3 : String           UserProperties            
  4 : RenderTechnique  RenderTechnique           
  5 : String           DiffuseTexture            
  6 : U32              CellColumn                
  7 : U32              CellRow                   
  8 : U32              CellCount                 
  9 : Bool             CrossBlend                
 10 : F32              ColorMultiplier           
 11 : Bool             UsePSM                    
 12 : Resolution       Resolution                
 13 : U32              FullResPercent            
 14 : U32              HalfResPercent            
 15 : F32              PSM_ShadowBias            
 16 : Bool             PSM_Frustum.ShowFrustum   
 17 : F32              PSM_Frustum.FrustumDepth  
 18 : F32              PSM_Frustum.FrustumSize   

Member Data Documentation

'ApplicationMaterialName' : The name of the material to match up with the application's material system

'CellColumn' : The number of columns in the celled texture

'CellCount' : The total number of frames in the celled animation

'CellRow' : The number of rows in the celled texture

'ColorMultiplier' : Multiply this constant times the output color

'CrossBlend' : True if cross blending celled animated sprites

'DiffuseTexture' : The diffuse source texture to render the sprite with.

'FullResPercent' : Percentage of particles to render at full resolution, is using the multi-res feature

'HalfResPercent' : Percentage of particles to reunder at half-resolution; remaining percentage maps to quarter resolution if rendering using the multi-res feature

'Name' : The name of this graphics material

'PSM_Frustum.FrustumDepth' : The depth to use to build the non-orthographic projection

'PSM_Frustum.FrustumSize' : The overall bounding volume width/height to use to compute the PSM view frustum

'PSM_Frustum.ShowFrustum' : Debug visualize the frustum

'PSM_ShadowBias' : Helpful ToolTip goes here

'RenderTechnique' : Which sprite rendering technique to apply

'Resolution' : Whether or not to use full-res, half-res, quarter res, or multi-resoluation particle rendering

'UsePSM' : Whether or not to use the PSM pipeline or not

'UserProperties' : Optional user properties string


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

Generated on Fri Dec 15 2017 13:59:11

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