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add <GPU Gems 3> CD Content (Source Code)
add <GPU Gems 3> CD Content (Source Code)
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// specify any # of nma's here using "consume" command | ||
consume ../models/main.nma | ||
consume ../models/tables.nma | ||
//consume ../models/another1.nma // etc | ||
//consume ../models/another2.nma // etc | ||
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false // fullscreen? | ||
1280 1024 // fullscreen mode resolution | ||
960 640 //1248 928 // windowed mode client size | ||
1.0 // pixel (aspect) correction value (for displays w/non-square pixels) | ||
32 16 0 // color / z / stencil bits | ||
true // when fullscreen: true = find best match for display mode, false = force exact resolution specified above. | ||
false // vsync? (applies to fullscreen only) | ||
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1 // number of AA samples. *** WARNING: screenshots don't work with AA *** | ||
1.0 // supersampling factor (1=none; 2 = rendered image is double-sized) | ||
0 // UBER_QUALITY (-1=lesser parts, 0=launch, 1=ultra/later) (for shaders - turns on all bells & whistles, cranks all quality knobs) | ||
true // display NV logo in corner? (true/false) | ||
true // display 'click here for help' in corner? (true/false) | ||
false // capture each frame to file? (true/false) | ||
3 // make screen-capture keys (`=1x1, ~=NxN) available? 0=no, 2+ = NxN tiling. | ||
// -- CAREFUL: CAPTURE ONLY WORKS WITH 1xAA -- | ||
true // use HAL? (true/false) | ||
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// <add new params HERE> | ||
// <add new params HERE> | ||
// <add new params HERE> | ||
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// voxelDim. This value should be of the form (N*4+1). | ||
// it equals the number of CORNERS in a chunk. | ||
// the number of cells is this minus one. | ||
// for 3 levels of LOD, you want this number MINUS ONE | ||
// to be a multiple of four. | ||
// ------------ | ||
// ACTUAL 3D TEXTURE SIZE == # CORNERS == VoxelDim = ODD NUMBER | ||
// ACTUAL # CELLS = N-1 = MULTIPLE OF 4 | ||
// Note: if you crank this up, increase the VB/IB sizes in main.nma as well. | ||
33 //49 //33, 41, 49, 57, 65... // voxel dim of highest LOD chunks. Must be divisible by 16. | ||
4 // extra pixels for margin (on EACH SIDE) | ||
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// good combos: 49/4 | ||
// 33/4 | ||
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cheese // magic keyword we check for @ end to make sure you didn't screw up the params! | ||
up the params! |
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Note that in this demo, the blocks (as they are called in the | ||
GPU Gems 3 chapter) are sometimes referred to as "chunks." | ||
Also note that the highest-res chunks in the code are 4.0 | ||
world space units to a side, as opposed to 1.0, as described | ||
in the chapter. There are 3 levels of detail (LODs): 0 is the | ||
highest, and 1 and 2 are progressively lower levels of detail | ||
(i.e. larger-sized chunks in world space: 4, 10, and 32, | ||
respectively). | ||
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Check out bin\args.txt for various startup options you can adjust | ||
for the demo, including the gridsize for the chunks ("VoxelDim"), | ||
window resolution, and so on. |
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GPU-Gems-3-CD-Content/content/01/demo/bin/shader_reload.txt
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// This file lists the names of the shaders to reload | ||
// when the F8 key is pressed. If this file doesn't | ||
// exist, pressing F8 will do nothing. (Hence you should | ||
// not include this file with the installer for the | ||
// final, shippable demo.) | ||
// | ||
// You can have more than one shader per line, as long as they're | ||
// separated by whitespace. | ||
// You can also comment out lines using '//'. | ||
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//build_rock_g floater_start_f floater_max_f | ||
//blobs_reg_f | ||
//build_ambo_f | ||
draw_rock_lo_f draw_rock_med_f draw_rock_hi_f | ||
composite_f | ||
bkg_f | ||
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