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
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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
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