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