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G3xd_A4DSkinDupUva
[Custom Lighting ADC Pipelines]


Defines

#define  rwPDS_G3xd_A4DSkinDupUva_CodeArraySize
#define  rwPDS_G3xd_A4DSkinDupUva_MatPipeRegister()

Variables

void *  rwPDS_G3xd_A4DSkinDupUva_VU1Transforms [rwPDS_G3xd_A4DSkinDupUva_CodeArraySize]
RpPDSSkyVU1CodeTemplate  rwPDS_G3xd_A4DSkinDupUva_VU1Code
RwUInt64  G3xd_A4DSkinDupUvaPER
RpPDSSkyMatTemplate rwPDS_G3xd_A4DSkinDupUva_MatPipeID  rwPDS_G3xd_A4DSkDupUva_MatPipe
RpPDSSkyMatTemplate  rwPDS_G3xd_A4DSkinDupUva_MatPipe

Detailed Description

Documentation for the G3xd_A4DSkinDupUva rendering pipeline. The individual pipelines are not documented fully. However an Example Pipeline Definition is fully documented and all the pipelines have the same structure.

G3xd_A4DSkinDupUva definitions

 
 Projection:    Perspective correct projection

 Primitive:     Triangle strips
                Triangle list

                ADC pipeline to minimize included degenerates 

 Lighting:      Custom light buffer
                Fixed lighting

                1 Ambient light
                4 Directional lights

 Clipping:      Fast path rendering
                Triangle fast culling

 Fog:           All primitives support linear fog
 
 Rendering Effect:
                Alpha blended second pass
                Base texture coordinate transformation with the first matrix.
                Dual pass texture coordinate transformation with the second matrix.

 Skinning:      Per object dynamic skinner switching

                Adaptive up to 4 weights per vertex skinning
                Adaptive up to 3 weights per vertex skinning
                Adaptive up to 2 weights per vertex skinning
                1 weight per vertex skinning

                64 bones matrices limit

   

This pipeline supports persistent lighting and uses a custom lighting buffer. The lighting upload function RpPDS_G3x_A4D_LightingUpload should be used to initialize the lighting buffer prior to pipeline execution.

See also:
RpPDS_G3x_A4D_LightingUpload
The geometry must be pre-processed with the RpADC plugin to enable adc processing. If the geometry is not pre-processed the ADC bits will assumed to be unset.
See also:
RpADCGeometryConvertIgnoreWinding , RpADCGeometryConvertPreserveWinding

Define Documentation

#define rwPDS_G3xd_A4DSkinDupUva_CodeArraySize
 

VU1 Code array size

See also:
rwPDS_G3_Example_CodeArraySize
 
#define rwPDS_G3xd_A4DSkinDupUva_MatPipeRegister
 
 

Material pipe register

See also:
rwPDS_G3_Example_MatPipeRegister , RpPDSRegisterMatPipe

Variable Documentation

RwUInt64 G3xd_A4DSkinDupUvaPER
 

VU1 code array node elements

See also:
G3_ExamplePER
RpPDSSkyMatTemplate rwPDS_G3xd_A4DSkinDupUva_MatPipeID rwPDS_G3xd_A4DSkDupUva_MatPipe
 

Material pipeline template defines

See also:
rwPDS_G3_Example_MatPipe , RpPDSSkyMatTemplate
RpPDSSkyMatTemplate rwPDS_G3xd_A4DSkinDupUva_MatPipe
 

Material pipeline template defines

See also:
rwPDS_G3_Example_MatPipe , RpPDSSkyMatTemplate
RpPDSSkyVU1CodeTemplate rwPDS_G3xd_A4DSkinDupUva_VU1Code
 

VU1 code template

See also:
rwPDS_G3_Example_VU1Code , RpPDSSkyVU1CodeTemplate
void* rwPDS_G3xd_A4DSkinDupUva_VU1Transforms[rwPDS_G3xd_A4DSkinDupUva_CodeArraySize]
 

VU1 code array

See also:
rwPDS_G3_Example_VU1Transforms

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