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>$Library/demos/gfx</code>
15      </p>
16      <h2>Compilation</h2>
17      <p>
18        Change directories to <CODE>$Library/demos/gfx</CODE>, and execute:
19        <pre><CODE>% omake</CODE></pre>
20          The executable (.cci) file is generated in:
21        <pre>$Library/build/demos/g3d/(sample demo name)/bin/(platform)/(target)/</pre>
22            For example:
23        <pre>$Library/demos/gfx/SimpleDemo/images/CTR-TS.Process.MPCore.fast/Release/</pre>
24         
25      </p>
26      <h2>Execution</h2>
27      <p>
28      </p>
29      <h2>Description</h2>
30      <table class="demos">
31        <tbody>
32          <tr>
33          <th colspan="2" class="category">Graphics</th>
34          </tr>
35          <tr>
36            <td><a href="demo/SimpleDemo.html" target="_self"><CODE>SimpleDemo</CODE></a></td>
37            <td>Simply displays a model.</td>
38          </tr>
39          <tr>
40            <td><a href="demo/SceneTreeDemo.html" target="_self"><CODE>SceneTreeDemo</CODE></a></td>
41            <td>Propagates transforms from parent nodes to child nodes.</td>
42          </tr>
43          <tr>
44            <td><a href="demo/ResourceDemo.html" target="_self"><CODE>ResourceDemo</CODE></a></td>
45            <td>Loads lookup tables and shaders from a separate file and displays them.</td>
46          </tr>
47          <tr>
48            <td><a href="demo/MultiInstanceDemo.html" target="_self"><CODE>MultiInstanceDemo</CODE></a></td>
49            <td>Copies a model instance and displays it.</td>
50          </tr>
51          <tr>
52          <th colspan="2" class="category">Animation</th>
53          </tr>
54          <tr>
55            <td><a href="demo/AnimationDemo.html" target="_self"><CODE>AnimationDemo</CODE></a></td>
56            <td>Demo of skeletal animation.</td>
57          </tr>
58          <tr>
59            <td><a href="demo/MultiAnimationDemo.html" target="_self"><CODE>MultiAnimationDemo</CODE></a></td>
60            <td>Displays multiple animations for things like materials and cameras.</td>
61          </tr>
62          <tr>
63            <td><a href="demo/AnimationBlendDemo.html" target="_self"><CODE>AnimationBlendDemo</CODE></a></td>
64            <td>Demo for blending animations.</td>
65          </tr>
66          <tr>
67            <td><a href="demo/AnimationChangeDemo.html" target="_self"><CODE>AnimationChangeDemo</CODE></a></td>
68            <td>Demo for switching animations without recreating an animation evaluation class.</td>
69          </tr>
70          <tr>
71            <td><a href="demo/PartialAnimationDemo.html" target="_self"><CODE>PartialAnimationDemo</CODE></a></td>
72            <td>Demo for playing partial animation when multiple animation evaluation classes are bound to a single mode.</td>
73          </tr>
74          <tr>
75          <th colspan="2" class="category">Particle</th>
76          </tr>
77          <tr>
78            <td><a href="demo/ParticleDemo.html" target="_self"><CODE>ParticleDemo</CODE></a></td>
79            <td>This is an example of the easiest way to use particles.</td>
80          </tr>
81          <tr>
82            <td><a href="demo/ParticleApplicationDemo.html" target="_self"><CODE>ParticleApplicationDemo</CODE></a></td>
83            <td>This demo shows a sample implementation of a particle application.</td>
84          </tr>
85          <tr>
86            <td><a href="demo/ParticleChangeVtxDemo.html" target="_self"><CODE>ParticleChangeVtxDemo</CODE></a></td>
87            <td>Demo for changing particle information.</td>
88          </tr>
89          <tr>
90            <td><a href="demo/ParticleChokeDemo.html" target="_self"><CODE>ParticleChokeDemo</CODE></a></td>
91            <td>This demo includes termination of particle emissions.</td>
92          </tr>
93          <tr>
94            <td><a href="demo/ParticleCtrlEmissionDemo.html" target="_self"><CODE>ParticleCtrlEmissionDemo</CODE></a></td>
95            <td>This demo controls the emission volume of particles.</td>
96          </tr>
97          <tr>
98            <td><a href="demo/ParticleCombinationNodeDemo.html" target="_self"><CODE>ParticleCombinationNodeDemo</CODE></a></td>
99            <td>This demo introduces various combinations of particle models and emitters.</td>
100          </tr>
101          <tr>
102            <td><a href="demo/ParticleMissileDemo.html" target="_self"><CODE>ParticleMissileDemo</CODE></a></td>
103            <td>This is a demo of firing missiles generated by particles in any direction and deleting them at any timing.</td>
104          </tr>
105          <tr>
106            <td><a href="demo/ParticleRecycleDemo.html" target="_self"><CODE>ParticleRecycleDemo</CODE></a></td>
107            <td>This demo re-uses instances of particles.</td>
108          </tr>
109          <tr>
110            <td><a href="demo/ParticleUpdaterDemo.html" target="_self"><CODE>ParticleUpdaterDemo</CODE></a></td>
111            <td>This demo uses a user-defined updater for particles.</td>
112          </tr>
113          <tr>
114            <td><a href="demo/ParticleScaleDemo.html" target="_self"><CODE>ParticleScaleDemo</CODE></a></td>
115            <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>
116          </tr>
117          <tr>
118            <td><a href="demo/ParticleDropFrameDemo.html" target="_self">ParticleDropFrameDemo</a></td>
119            <td>This demo illustrated how to handle dropped frames when using particles.</td>
120          </tr>
121          <tr>
122          <th colspan="2" class="category">Applying</th>
123          </tr>
124          <tr>
125            <td><a href="demo/ProjectionShadowDemo.html" target="_self"><CODE>ProjectionShadowDemo</CODE></a></td>
126            <td>Demo for applying shadows by projecting rendered results as a texture from the direction of the light.</td>
127          </tr>
128          <tr>
129            <td><a href="demo/ShadowMapDemo.html" target="_self"><CODE>ShadowMapDemo</CODE></a></td>
130            <td>Demo for creating a depth map that saves distances from lights and then applying shadows using this information.</td>
131          </tr>
132          <tr>
133            <td><a href="demo/ConstraintDemo.html" target="_self"><CODE>ConstraintDemo</CODE></a></td>
134            <td>Demo for constraining nodes to the bones of a skeletal model.</td>
135          </tr>
136          <tr>
137            <td><a href="demo/DynamicMaterialDemo.html" target="_self"><CODE>DynamicMaterialDemo</CODE></a></td>
138            <td>Demo for dynamically changing material settings.</td>
139          </tr>
140          <tr>
141            <td><a href="demo/FastCreateDemo.html" target="_self">FastCreateDemo</a></td>
142            <td>This demo shows how to create objects at high-speed using a frame heap.</td>
143          </tr>
144          <tr>
145            <td><a href="demo/UserRenderNodeDemo.html" target="_self">UserRenderNodeDemo</a></td>
146            <td>This demo displays a model using the CTR-SDK GR library inside render commands set for user-defined render nodes. </td>
147          </tr>
148          <tr>
149          <th colspan="2" class="category">Low-Level API Functions</th>
150          </tr>
151          <tr>
152            <td><a href="demo/LowLayerDemo.html" target="_self"><CODE>LowLayerDemo</CODE></a></td>
153            <td>Demo for displaying a model without using a scene graph.</td>
154          </tr>
155          <tr>
156            <td><a href="demo/LowLayerAnimationDemo.html" target="_self"><CODE>LowLayerAnimationDemo</CODE></a></td>
157            <td>Demo for playing an animation without using a scene graph.</td>
158          </tr>
159          <tr>
160            <td><a href="demo/ParticleLowLayerDemo.html" target="_self"><CODE>ParticleLowLayerDemo</CODE></a></td>
161            <td>Demo for displaying a particle model without using a scene graph.</td>
162          </tr>
163        </tbody>
164      </table>
165      <h2>Load Indicator</h2>
166      <p>
167        The CPU and GPU load are indicated in the lower screen for most demos.
168      </p>
169      <p>
170        The CPU load indicates the time to process one frame, excluding the processes listed below.
171        <ul>
172          <li> VSync wait </li>
173          <li> Command list end wait </li>
174          <li> Clearing the buffer </li>
175          <li> Drawing the load indicator </li>
176        </ul>
177        If the CPU and GPU are operating in parallel, the CPU processing time increases due in part to the effect of interrupts.
178      </p>
179      <p>
180        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.
181      </p>
182  <hr><p>CONFIDENTIAL</p></body>
183</html>
184