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