[Plib-cvs] plib/doc/ssgAux index.html,1.5,1.6
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From: Steve B. <sj...@us...> - 2002-08-14 00:41:04
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Update of /cvsroot/plib/plib/doc/ssgAux In directory usw-pr-cvs1:/tmp/cvs-serv14112/plib/doc/ssgAux Modified Files: index.html Log Message: Documented the ssgaShapes. Index: index.html =================================================================== RCS file: /cvsroot/plib/plib/doc/ssgAux/index.html,v retrieving revision 1.5 retrieving revision 1.6 diff -u -d -r1.5 -r1.6 --- index.html 13 Aug 2002 05:11:32 -0000 1.5 +++ index.html 14 Aug 2002 00:41:01 -0000 1.6 @@ -41,13 +41,149 @@ SSGA_TYPE_CUBE </pre> -<H1>ssgaWaveSystem</H1> -This class is for handling water waves. +<H1>ssgaShape</H1> +This is an abstract base class for many of the more +complex classes in the ssgAux 'collection'. The idea +is that these are really ssgGroup nodes - but they +behave in such a way that you are never concerned +with the nodes they create beneath themselves. [...203 lines suppressed...] water - and this simulation produces the correct effects. There is an optional user-callback that can be used to feed water depth -values into the simulation. +values into the simulation. The wave system will likely call this +function many thousands of times per frame - so make sure your +depth function is very efficient. If you don't provide a depth +function then the water will be assumed to be infinitely deep. <p> You can determine the number of polygons used to render the patch of waves, the size of the wave patch and the amount -of texture repetition. +of texture repetition. The 'EdgeFlatten' setting determines +to what distance from the edge of the patch the waves are +gradually flattened out. This is useful because it allows +you to keep all those expensive wave polygons close to the +camera - and feather them out over range so that they blend +gently into a larger flat ocean. <p> Designing waves by calling the ssgaWaveSystem API is quite difficult. You are advised to use the wave designer program |