1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml"> 3 <head> 4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5 <meta http-equiv="Content-Style-Type" content="text/css" /> 6 <link rel="stylesheet" href="../../css/document.css" type="text/css" /> 7 <title>Graphix Library (gfx) Sample Demos</title> 8 </head> 9 <body> 10 <h1>Graphix Library (gfx) Sample Demos</h1> 11 12 <h2>Location</h2> 13 <p> 14 <code>$Library/demos/gfx</code> 15 </p> 16 17 <h2>Compiling</h2> 18 <p> 19 Change directories to <CODE>$Library/demos/gfx</CODE>, and execute: 20 <pre>% omake</pre> 21 The executable (<CODE>.cci</CODE>) file is generated in: 22 <pre>$Library/build/demos/g3d/(sample demo name)/bin/(platform)/(target)/</pre> 23 For example: 24 <pre>$Library/demos/gfx/SimpleDemo/images/CTR-TS.Process.MPCore.fast/Release/</pre> 25 26 </p> 27 28 <h2>Executing</h2> 29 <p> 30 </p> 31 32 <h2>Description</h2> 33 <table class="demos"> 34 <tbody> 35 <tr> 36 <th colspan="2" class="category">Graphics</th> 37 </tr> 38 <tr> 39 <td><a href="demo/SimpleDemo.html" target="_self"><CODE>SimpleDemo</CODE></a></td> 40 <td>Simply displays a model.</td> 41 </tr> 42 <tr> 43 <td><a href="demo/SceneTreeDemo.html" target="_self"><CODE>SceneTreeDemo</CODE></a></td> 44 <td>Propagates transforms from parent nodes to child nodes.</td> 45 </tr> 46 <tr> 47 <td><a href="demo/ResourceDemo.html" target="_self"><CODE>ResourceDemo</CODE></a></td> 48 <td>Loads lookup tables and shaders from a separate file and displays them.</td> 49 </tr> 50 <tr> 51 <td><a href="demo/MultiInstanceDemo.html" target="_self"><CODE>MultiInstanceDemo</CODE></a></td> 52 <td>Copies a model instance and displays it.</td> 53 </tr> 54 <tr> 55 <th colspan="2" class="category">Animation</th> 56 </tr> 57 <tr> 58 <td><a href="demo/AnimationDemo.html" target="_self"><CODE>AnimationDemo</CODE></a></td> 59 <td>Demo of skeletal animation.</td> 60 </tr> 61 <tr> 62 <td><a href="demo/MultiAnimationDemo.html" target="_self"><CODE>MultiAnimationDemo</CODE></a></td> 63 <td>Displays multiple animations for things like materials and cameras.</td> 64 </tr> 65 <tr> 66 <td><a href="demo/AnimationBlendDemo.html" target="_self"><CODE>AnimationBlendDemo</CODE></a></td> 67 <td>Demo for blending animations.</td> 68 </tr> 69 <tr> 70 <td><a href="demo/AnimationChangeDemo.html" target="_self"><CODE>AnimationChangeDemo</CODE></a></td> 71 <td>Demo for switching animations without recreating an animation evaluation class.</td> 72 </tr> 73 <tr> 74 <td><a href="demo/PartialAnimationDemo.html" target="_self"><CODE>PartialAnimationDemo</CODE></a></td> 75 <td>Demo for playing partial animation when multiple animation evaluation classes are bound to a single mode.</td> 76 </tr> 77 <tr> 78 <th colspan="2" class="category">Particle</th> 79 </tr> 80 <tr> 81 <td><a href="demo/ParticleDemo.html" target="_self"><CODE>ParticleDemo</CODE></a></td> 82 <td>This is an example of the easiest way to use particles.</td> 83 </tr> 84 <tr> 85 <td><a href="demo/ParticleApplicationDemo.html" target="_self"><CODE>ParticleApplicationDemo</CODE></a></td> 86 <td>This demo shows a sample implementation of a particle application.</td> 87 </tr> 88 <tr> 89 <td><a href="demo/ParticleChangeVtxDemo.html" target="_self"><CODE>ParticleChangeVtxDemo</CODE></a></td> 90 <td>Demo for changing particle information.</td> 91 </tr> 92 <tr> 93 <td><a href="demo/ParticleChokeDemo.html" target="_self"><CODE>ParticleChokeDemo</CODE></a></td> 94 <td>This demo includes termination of particle emissions.</td> 95 </tr> 96 <tr> 97 <td><a href="demo/ParticleCtrlEmissionDemo.html" target="_self"><CODE>ParticleCtrlEmissionDemo</CODE></a></td> 98 <td>This demo controls the emission volume of particles.</td> 99 </tr> 100 <tr> 101 <td><a href="demo/ParticleCombinationNodeDemo.html" target="_self"><CODE>ParticleCombinationNodeDemo</CODE></a></td> 102 <td>This demo introduces various combinations of particle models and emitters.</td> 103 </tr> 104 <tr> 105 <td><a href="demo/ParticleMissileDemo.html" target="_self"><CODE>ParticleMissileDemo</CODE></a></td> 106 <td>This is a demo of firing missiles generated by particles in any direction and deleting them at any timing.</td> 107 </tr> 108 <tr> 109 <td><a href="demo/ParticleRecycleDemo.html" target="_self"><CODE>ParticleRecycleDemo</CODE></a></td> 110 <td>This demo re-uses instances of particles.</td> 111 </tr> 112 <tr> 113 <td><a href="demo/ParticleUpdaterDemo.html" target="_self"><CODE>ParticleUpdaterDemo</CODE></a></td> 114 <td>This demo uses a user-defined updater for particles.</td> 115 </tr> 116 <tr> 117 <td><a href="demo/ParticleScaleDemo.html" target="_self"><CODE>ParticleScaleDemo</CODE></a></td> 118 <td>This demo can be used to check the effect of applying scaling to <CODE>ParticleModel</CODE>, <CODE>ParticleEmitter</CODE>, and <CODE>Particle</CODE> objects.</td> 119 </tr> 120 <tr> 121 <th colspan="2" class="category">Applying</th> 122 </tr> 123 <tr> 124 <td><a href="demo/ProjectionShadowDemo.html" target="_self"><CODE>ProjectionShadowDemo</CODE></a></td> 125 <td>Demo for applying shadows by projecting rendered results as a texture from the direction of the light.</td> 126 </tr> 127 <tr> 128 <td><a href="demo/ShadowMapDemo.html" target="_self"><CODE>ShadowMapDemo</CODE></a></td> 129 <td>Demo for creating a depth map that saves distances from lights and then applying shadows using this information.</td> 130 </tr> 131 <tr> 132 <td><a href="demo/ConstraintDemo.html" target="_self"><CODE>ConstraintDemo</CODE></a></td> 133 <td>Demo for constraining nodes to the bones of a skeletal model.</td> 134 </tr> 135 <tr> 136 <td><a href="demo/DynamicMaterialDemo.html" target="_self"><CODE>DynamicMaterialDemo</CODE></a></td> 137 <td>Demo for dynamically changing material settings.</td> 138 </tr> 139 <tr> 140 <th colspan="2" class="category">Low-Level API Functions</th> 141 </tr> 142 <tr> 143 <td><a href="demo/LowLayerDemo.html" target="_self"><CODE>LowLayerDemo</CODE></a></td> 144 <td>Demo for displaying a model without using a scene graph.</td> 145 </tr> 146 <tr> 147 <td><a href="demo/LowLayerAnimationDemo.html" target="_self"><CODE>LowLayerAnimationDemo</CODE></a></td> 148 <td>Demo for playing an animation without using a scene graph.</td> 149 </tr> 150 <tr> 151 <td><a href="demo/ParticleLowLayerDemo.html" target="_self"><CODE>ParticleLowLayerDemo</CODE></a></td> 152 <td>Demo for displaying a particle model without using a scene graph.</td> 153 </tr> 154 </tbody> 155 </table> 156 157 <h2>Load Indicator</h2> 158 <p> 159 The CPU and GPU load are indicated in the lower screen for most demos. 160 </p> 161 <p> 162 The CPU load indicates the time to process one frame, excluding the processes listed below. 163 <ul> 164 <li> VSync wait </li> 165 <li> Command list end wait </li> 166 <li> Clearing the buffer </li> 167 <li> Drawing the load indicator </li> 168 </ul> 169 If the CPU and GPU are operating in parallel, the CPU processing time increases due in part to the effect of interrupts. 170 </p> 171 <p> 172 The GPU load displays the processing time per frame required by the drawing process for a model or other drawing target. The time shown does not include the time for buffer transfer or the time to display the load indicator. 173 </p> 174 175 <hr><p>CONFIDENTIAL</p></body> 176</html> 177 178