Main Page   Modules   Alphabetical List   Data Structures   Data Fields  

Examples - SDK
[3.5]

GCOND

The GCond is used to show how to create a geometry conditioned BSP world from an import world (building on the World example). Geometry Conditioning has a set of parameters that can be used to affect the conditioning in a number of ways. The example is a simple coplanar patch tessellated into 15x15 triangulated quads. Each quartile's UV coordinates are shifted to show how UV translation affects conditioning. The BSP world is displayed on the screen and the results of conditioning can be displayed in wireframe.

HANIM4

The fourth Hierarchical Animation example illustrates how to use compressed keyframe data to animate HAnim hierarchies.

PRTSTD2

The PRTSTD2 example illustrates the use of a custom property with the RpPrtStd plugin. It shows how a custom emitter and particle property can be created and used with other standard property in the prtstd plugin.

RWSVIEW

The RWSView example illustrates how to load assets from an RWS file into your RenderWare Graphics application. The supplied RWS file contains a world, a platform independent texture dictionary, two clumps, and two animations.

VCLGENP (PlayStation 2 only)

The VCL Generic Pipelines example demonstrates the VCL generic pipelines and the equivalent G3 pipelines. The example illustrates how to create special effects using VCL and shows the following standard features:

VCLPIPES (PlayStation 2 only)

The VCL Pipelines example demonstrates using the VCL dot3 and specular pipelines. The specular pipelines require a fullscreen pass to add the specular lighting written to the alpha channel to the other color channels. The dot3 pipelines require fullscreen passes to finish the dot3 calculation.

Next...


Criterion Software © 1993-2003 Criterion Software Limited. All rights reserved. Built Tue Apr 22 12:46:21 2003. Send Feedback
Converted from CHM to HTML with chm2web Pro 2.85 (unicode)