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OptimizationsDX8 DependencyVersion 1.00 - VirtoolsCategorized in Optimizations/System DescriptionApply to a BEOBJECT.Add this BB to your Virtools composition to retrieve the DirectX8 rasterizer in the Virtools 3D Life Player.Technical InformationThis BB ensures that DirectX 8 is available for use in the Virtools 3D Life Player, in order to support DX8 based optimizations. 優(yōu)化與DX8關(guān)聯(lián)在Optimizations/System中將其分類描述適用于交互對象在Virtools網(wǎng)絡(luò)播放器中增加次交互模塊到我們的Virtools作品中檢索DX8的關(guān)聯(lián)內(nèi)容技術(shù)信息這個BB確保DX8能在Virtools中網(wǎng)絡(luò)播放器利用,對支持DX8進行優(yōu)化其組件。DX9 DependencyVersion 1.00 - VirtoolsCategorized in Optimizations/System DescriptionApply to a BEOBJECT.Add this BB to your Virtools composition to retrieve the DirectX9 rasterizer in the Virtools 3D Life Player.Technical InformationThis BB ensures that DirectX 9 is available for use in the Virtools 3D Life Player, and must be present to support Virtools Shader capabilities (in the Web Player). 與DX9關(guān)聯(lián)在Optimizations/System中將其分類描述適用于交互對象在Virtools網(wǎng)絡(luò)播放器中增加次交互模塊到我們的Virtools作品中檢索DX9的關(guān)聯(lián)內(nèi)容技術(shù)信息這個BB確保DX8能在Virtools中網(wǎng)絡(luò)播放器利用,必須支持Virtools著色器的能力(在網(wǎng)絡(luò)播放器中)Get Host PlatformVersion 1.00 - VirtoolsCategorized in Optimizations/System DescriptionApply to a BEOBJECT.Gets the host platform. Get Host Platform.cmoTechnical InformationOn: activates process.Exit On: activates when process completes.Platform: Current platform (represented by an enum). The Platform can be: Windows, Mac, XBox, WinCE, Linux, PSX2.獲取主機平臺在Optimizations/System中將其分類描述適用于交互對象獲取主機平臺Get Host Platform.cmo技術(shù)信息On:激活該進程Exit On:當進程結(jié)束時被激活Platform:現(xiàn)有的平臺(代表為一個可數(shù)的)平臺可能為:Windows系統(tǒng),蘋果系統(tǒng),XBOX游戲機,WinCE系統(tǒng),Linux系統(tǒng),PSX2系統(tǒng)Get LOD AttributeVersion 1.00 - VirtoolsCategorized in Optimizations/Level Of Detail DescriptionApply to a CHARACTER.Get the LOD Attribute of an Object. LOD.cmoTechnical InformationSee LOD general documentation to learn more about how virtools implement Level Of Detail. In: triggers the processLOD Attribute Found: is activated if the object owns a LOD Attribute.LOD Attribute Not Found: is activated if the object doesnt owns any LOD Attribute.Multiple Meshes: if TRUE, an algorithm performing mesh swaping according to the objects faces count will be added to the objects LOD process. Those meshes are taken from the objects mesh list. You neednt to order the objects mesh list. The algorithm will find the appropriated mesh amoung the objects mesh list.獲取層次細節(jié)簡化屬性在Optimizations/Level Of Detail 中將其分類描述適用于角色獲取LOD屬性參數(shù),并應(yīng)用到一個對象上LOD.cmo技術(shù)信息閱讀LOD幫助文檔來學(xué)習更多關(guān)于如何簡化Virtools層次細節(jié)In:觸發(fā)該進程LOD Attribute Found:如果對象有著LOD的屬性則被激活LOD Attribute Not Found:如果對象沒有任何LOD屬性則被激活Multiple Meshes:如果為真,一個除法執(zhí)行網(wǎng)格的交換,對象的面數(shù)將會添加到一個對象LOD進程。這些網(wǎng)格將被從對象的網(wǎng)格清單拿出。你不需要對對象的網(wǎng)格清單下指令。該除法會找到網(wǎng)格清單中的合適的網(wǎng)格。Character Animation: if TRUE, an algorithm performing animation reduction will be added to the characters LOD process.Note: this flag only affect a character and its animations.As and when a character get smaller on the screen, only principal animated bodyparts will continue being animated. In most case, it is better to simply stop the animation of a character when it is too small on screen.Patch Mesh: if TRUE, each time the objects current mesh is a Patch Mesh, an algorithm performing tesselation will be added to the objects LOD process, in order to reduce or increase its face count.Alpha: if TRUE, an algorithm performing alpha transparency according to the objects screen size will be added to the objects LOD process. As this LOD technique has nothing to do with the above techniques, it needs its own controls: see Screen Alpha Mag and Screen Alpha Min parameters.Screen Mag: a percentage value, describing the Magnification screen size. It is a proportionnal size of the screen. If the object 2D size (projected on screen) is greater than Screen Mag, it means the objects is too close to the camera to suffer face reduction, thus a full resolution mesh will be drawn without any face reduction.Beneath this proportion, the selected LOD techniques will be apply to the object in order to reduce its face count as it get smaller.Screen Min: a percentage value, describing the Minimum screen size. It is a proportionnal size of the screen. If the object 2D size (projected on screen) is smaller than Screen Min, it means the objects is too far to continue being reduced, thus no more details from the mesh will be removed, even if the object get smaller.Above this proportion, the selected LOD techniques will be apply to the object in order to increase its face count as it get bigger.Character Animation:如果為真,一個除法將在動畫中執(zhí)行,將被添加到角色的LOD進程中Note:這個標志著只能影響一個角色和它的動作。當一個角色在屏幕上顯示的很小時,只有主要的動作部分將繼續(xù)被播放。在大多數(shù)情況下,當他在顯示器上顯示的太小了,它比簡單的停止動畫要好一些。Patch Mesh:如果為真,每次對象現(xiàn)有的網(wǎng)格是一個補上的網(wǎng)格,一個除法會被執(zhí)行,將被添加到對象的LOD進程中,為了減少或增加他的面數(shù)Alpha:如果為真,一個除法執(zhí)行在透明度上,通過對象的屏幕尺寸將被添加到對象的LOD進程中。因為這個LOD方法對以上的方法沒有任何作用,它只需要它自己。Controls:參照“Screen Alpha Mag”和“Screen Alpha Min”參數(shù)Screen Mag:一個百分比的值,描述為放大屏幕的尺寸。它是一個對屏幕的合適的尺寸。如果對象的2D尺寸(投射在屏幕上)比“Screen Mag”要大,這就意味著對象離攝影機太近了,遭受到一個破面,如此決定網(wǎng)格將被削減。在這個比率,所選LOD方法將適用于對象為了減小它的面數(shù)。Screen Min:一個百分比的值,描述屏幕的最小值。如果對象的2D尺寸(被屏幕保護)比“Screen Min”要小,這就意味著對象離攝影機太遠了而不能繼續(xù)減面,因此沒有更多的細節(jié)將被移除,設(shè)置當對象更小時。在這個比率之上,所選的LOD方法將使用于對象是為了當他變大時可以增加他的面數(shù)。Faces Mag: a percentage value, describing the maximum face proportion used when objects 2D size get greater than Screen Mag. In most case this value is 100%. However, for a patch mesh, Faces Mag=100% means iteration=5, thus in order to get a higher tessellation you could use 200%, 500% or more.Note: the Faces Mag value is not only used for faces, but can also be a relevant value if you have checked Character Animation parameter. In this case Faces Mag=100% means the animation of all body parts, 30% means the animation of most significant moving body parts, and 0% means the animation of the root and nothing else (except the Floor Ref if the character owns one).Faces Min: a percentage value, describing the minimum face proportion used when objects 2D size get smaller than Screen Min. For animations, you will typically set Faces Min=0% and use the same value for Screen Mag and Screen Min parameter in order to get a straight animation cut.For patch meshes, progressive meshes or multiple meshes techniques, you would typically use a non-null percentage (2% to 10%).Screen Alpha Mag: same definition than Screen Mag except this one is exclusively used for alpha transparency LOD technique.Screen Alpha Min: same definition than Screen Min except this one is exclusively used for alpha transparency LOD technique.Faces Mag:一個百分比值,當對象的2D尺寸大于“Screen Mag”時描述最大面。在大多數(shù)情況下這個值為100%。然而,為了一個補上的網(wǎng)格,F(xiàn)aces Mag=100%意味著重復(fù)=5,因此為了得到更高的你可以使用200%,500%或是更多。Note:“Faces Mag”的值不僅僅用在面上,如果你鉤選了“Character Animation”參數(shù),你也能成為一個有關(guān)的值。在這個情況下Faces Mag=100%意味著所有的部分被播放,30%意味著大多數(shù)有意義的部分被播放,0%意味著沒有東西被播放(除了屬于“Floor Ref”的角色)Faces Min:一個百分比值,當對象的2D尺寸小于“Screen Min”,描述最小的面的比率。對于動作,你將代表性的設(shè)置Faces Min=0%然后使用相同的值為“Screen Mag”和“Screen Min”參數(shù)為了得到一個直接的動作的剪切對于補上的網(wǎng)格,進步的網(wǎng)格或是許多網(wǎng)格的方法,你可以代表性的使用一個不為空的百分比(2%-10%)Screen Alpha Mag:相同的定義給“Screen Mag”除了這個是一個專門的為透明LOD方法準備的。Screen Alpha Min:相同的定義給“Screen Min”除了這個是一個專門的為透明LOD方法準備的。Hardware LevelVersion 1.00 Virtools+Categorized in Optimizations/System DescriptionApply to a BEOBJECT.Checks the type of 3D graphics acceleration provided by the current video card driver.Hardware Level.cmoTechnical InformationIn: activates the process.TL: activates if the current driver provides hardware Transform and Lighting acceleration.Hardware: activates if the current driver provides hardware acceleration.Software: activates if the current driver provides software acceleration.Current Api: value of the current Virtools Rasterizer Driver Api.RemarksRasterizer Api values are: Unknown OpenGL DirectX5 DirectX7 DirectX8 DirectX9 硬件等級在Optimizations/System中將其分類描述適用于交互對象依靠當前驅(qū)動器的硬件加速觸發(fā)激活輸出項Hardware Level.cmo技術(shù)信息In:激活該進程TL:如果現(xiàn)有的硬件驅(qū)動改變并且燈光加速則被激活Hardware:如果現(xiàn)有的硬件驅(qū)動被加速則被激活Software:如果現(xiàn)有的軟件驅(qū)動被加速則被激活Current Api:現(xiàn)有的Virtools Api驅(qū)動的值評論Api的值有: 未知的OpenGLDirectX5 DirectX7 DirectX8 DirectX9 LOD Character AnimationVersion 1.00 - VirtoolsCategorized in Optimizations/Level Of Detail DescriptionApply to a CHARACTER.Sets the level of detail for character animations. LOD Character.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is complete.Min Distance: minimum distance from which the most detailled mesh is displayed.Max Distance: maximum distance after which the least detailled mesh is displayed.Minimum: minimum percentage of animation processed, 0 means only the root and the floor ref (if available) get animated.層次細節(jié)簡化角色的動作在Optimizations/Level Of Detail中將其分類描述適用于角色設(shè)置虛擬角色動作的LOD層次細節(jié)LOD Character.cmo技術(shù)信息In:觸發(fā)該進程Out:當進程結(jié)束時則被激活Min Distance:最大的展出的網(wǎng)格的細節(jié)中的最小距離Max Distance:最小的展出的網(wǎng)格的細節(jié)中的最大距離Minimum:動作播放的最小百分比進程。0意味著只有根部和地板能播放動作(如果可用的話)LOD Manager OptionsVersion 1.00 - VirtoolsCategorized in Optimizations/Level Of Detail DescriptionApply to a BEOBJECT.Set and Get information about the LOD Manager.LOD.cmoLOD Character.cmoTechnical InformationSee LOD general documentation to learn more about how virtools implement Level Of Detail. In: triggers the processOut: is activated when the process is completed.Activate: if TRUE, the LOD manager is activated, otherwise its deactivated.Deactivating the LOD manager will stop LOD algorithms, and will restore the maximum level of details for each object.Global LOD Factor: sets the LOD factor by which all faces count will be multiplied for LOD objects.Build Normals For Progressive Meshes: if TRUE, when performing face reduction using progressive mesh technic the vertices normals are calculated.Active: if TRUE, the LOD manager is active, otherwise its not active.Global LOD Factor: gets the LOD factor by which all faces count will be multiplied for LOD objects.Build Normals For Progressive Meshes: if TRUE, vertice normal calculation is performed for progressive meshes. Modify Parameters: check only the pIns that may be relevant to your use. All uncheck parameters wont be modified.層次細節(jié)簡化管理選項在Optimizations/Level Of Detail中將其分類描述適用于交互對象設(shè)置和獲取LOD層次細節(jié)管理器的信息LOD.cmoLOD Character.cmo技術(shù)信息參照LOD general documentation獲取更多信息In:觸發(fā)該進程Out:當進程結(jié)束時則被激活A(yù)ctivate:如果為真,LOD管理器被激活,另外就不被激活撤消LOD管理器將停止LOD的運算,并且會儲存最大的層次細節(jié)管理對于每個對象Global LOD Factor:通過所有的面數(shù)將被LOD對象所計算設(shè)置LOD的因素Build Normals For Progressive:如果為真,當執(zhí)行減面時使用網(wǎng)格的技術(shù),頂點法線將被計算Active:如果為真,LOD管理器被激活,另外的則不能被激活Global LOD Factor:獲取LOD因素通過對所有的面數(shù)將被LOD對象運算Build Normals For Progressive Meshes:如果為真,頂點法線計算被網(wǎng)格來執(zhí)行Modify Parameters:只鉤選pIns能夠被適當?shù)氖褂?。所有的未鉤選的參數(shù)將不會被修改Portal ManagementVersion 1.00 - VirtoolsCategorized in Optimizations/Portals DescriptionApply to a BEOBJECT.Automatically hide places which cant be see through visible portals. Portals.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Exit On: is activated if the building block is activated.Exit Off: is activated if the building block is deactivated.Debug Cameras: the group of cameras on which to apply the portal management, allowing a visual debugging of the portal management, when viewing from another camera.NULL which is the default value means the portal management will be processed for the current camera.Traversal Depth: number of places visible in depth from the current one. 0 means infinity.This functionality is useful when you have a FOG impeding you to see further than 3 places for example. You would set the Traversal Depth pIn to 3 because even if more than three portals can be align from you point of view, the FOG wont let you see further than the third place, and you will save CPU processing.顯示入口管理在Optimizations/Portals 中將其分類描述適用于交互對象自動隱藏不可見的入口位置Portals.cmo技術(shù)信息On:激活該進程Off:撤消該進程Exit On:當BB被激活時則被激活Exit Off:如果BB被撤消則被激活Debug Cameras:攝影機的組提供了顯示入口管理,允許了一個可見的顯示入口管理的“debugging”,當視圖從另一個攝影機來觀察時為空意味著顯示入口管理將在現(xiàn)有的攝影機將被加工Traversal Depth:從現(xiàn)有的一個中可見的深度的數(shù)量。0意味著是無限深。當你有一個FOG(霧)妨礙你看多于3個位置時,這個功能是很有用的。你能夠設(shè)置“Traversal Depth”pIn到3,因為甚至多于3個顯示入口能夠把視野排成一行,霧將不會讓你看到比第3個位置更遠的地方,你就保存你CPU的進程TransPlace Objects: a group of objects that arent attached to places (like enemies that goes from place to place) which you want visibility to be managed by the Portal Manager. We detect the places in which those objects are, and if the place is visible, and if the 2D extends by which the place is visible includes the object, then the object can also be visible. Otherwise, it is not rendered, saving a lot a rendering and process time.Current Places: a collection of all places in which the camera is.Rendered Places: a collection of all rendered places. Very useful feature if you want to deactivate some objects processing when their corresponding places arent visible (like a particle systems standing for a torch attached to some wall). Rendered TransPlace Objects: a collection of all rendered TransPlaces (sub-part of the given pIn TransPlace Objects group). Very useful feature if you want to deactivate some objects processing when they arent rendered any more (like the enemy AI).Automatically Create Portals: if TRUE, automatically creates all the portals between neighbouring places. Be sure to have shared point positions between places, so the process can find the correct portal bounding box. If points defining the portal area arent close enough (something like 0.01 unit is the threshold distance) no portal will be created. if theres already a portal between two given places, no additional portal will be created.This setting is a very useful feature, especially if your level is created on the fly (by some algorithm, or after being created by the player in some editing part of the composition).TransPlace Objects:沒有被依附場景的對象的組(就像敵人從一邊走到另一邊)你想要通過入口管理器能看到的。如果位置是可見的,我們發(fā)現(xiàn)這些對象的位置,要是如果2D被通過包含的對象的場景是可見的,然后對象也能夠可見。另外,他沒有被渲染,保存一些渲染和進程的時間Current Places:所有在攝影機中的位置的集合Rendered Places:所有的渲染的位置的集合。如果你想要當他們的正確的位置不可見,撤消一些對象的進程(就像粒子系統(tǒng)一樣)Rendered TransPlace Object:所有渲染的換位的集合(給定的“TransPlace Objects”組下的部分)如果你想要當他們沒有被渲染,撤消一些對象的進程是很有用的(就像enemy AI)Automatically CreatePortals:如果為真,自動創(chuàng)建所有的入口在臨近的位置之間。確保分享點的位置在場景之間,所以進程能被找到正確的入口綁定包。如果點定義了入口的區(qū)域沒有關(guān)閉(一些就像0.01單元是最低距離)沒有入口就被創(chuàng)建。如果那已經(jīng)準備好一個入口在兩個給定的位置之間,沒有額外的入口將被創(chuàng)建。這個設(shè)置是很有用的,特別是如果你的級別被創(chuàng)建(通過一些除法,或是在被項目中的一些可編輯的播放器創(chuàng)建)Set LOD AttributeVersion 1.00 - VirtoolsCategorized in Optimizations/Level Of Detail DescriptionApply to a CHARACTER.Set the LOD Attribute on an object. Set LOD Attribute.cmoTechnical InformationSee LOD general documentation to learn more about how virtools implement Level Of Detail. In: triggers the processOut: is activated when the process is completed.Multiple Meshes: if TRUE, an algorithm performing mesh swaping according to the objects faces count will be added to the objects LOD process. Those meshes are taken from the objects mesh list. You do not neednt to order the objects mesh list. The algorithm will find the appropriated mesh amoung the objects mesh list.Character Animation: if TRUE, an algorithm performing animation reduction will be added to the characters LOD process.Note: this flag only affect a character and its animations.As and when a character get smaller on the screen, only principal animated bodyparts will continue being animated. In most case, it is better to simply stop the animation of a character when it is too small on screen.設(shè)置層次細節(jié)簡化屬性在Optimizations/Level Of Detail 中將其分類描述適用于角色設(shè)置一個對象的LOD層次細節(jié)屬性Set LOD Attribute.cmo技術(shù)信息看LOD幫助文檔可以獲取更多信息In:觸發(fā)該進程Out:當進程完成時則被激活Multiple Meshes:如果為真,一個除法執(zhí)行網(wǎng)格的交換,對象的面數(shù)將會添加到一個對象LOD進程。這些網(wǎng)格將被從對象的網(wǎng)格清單拿出。你不需要對對象的網(wǎng)格清單下指令。該除法會找到網(wǎng)格清單中的合適的網(wǎng)格。Character Animation:如果為真,一個除法將在動畫中執(zhí)行,將被添加到角色的LOD進程中Note:這個標志著只能影響一個角色和它的動作。當一個角色在屏幕上顯示的很小時,只有主要的動作部分將繼續(xù)被播放。在大多數(shù)情況下,當他在顯示器上顯示的太小了,它比簡單的停止動畫要好一些。Patch Mesh: if TRUE, each time the objects current mesh is a Patch Mesh, an algorithm performing tesselation will be added to the objects LOD process, in order to reduce or increase its face count.Alpha: if TRUE, an algorithm performing alpha transparency according to the objects screen size will be added to the objects LOD process. As this LOD technique has nothing to do with the above techniques, it needs its own controls: see Screen Alpha Mag and Screen Alpha Min parameters.Screen Mag: a percentage value, describing the Magnification screen size. It is a proportionnal size of the screen. If the object 2D size (projected on screen) is greater than Screen Mag, it means the objects is too close to the camera to suffer face reduction, thus a full resolution mesh will be drawn without any face reduction.Beneath this proportion, the selected LOD techniques will be apply to the object in order to reduce its face count as it get smaller.Screen Min: a percentage value, describing the Minimum screen size. It is a proportionnal size of the screen. If the object 2D size (projected on screen) is smaller than Screen Min, it means the objects is too far to continue being reduced, thus no more details from the mesh will be removed, even if the object get smaller.Above this proportion, the selected LOD techniques will be apply to the object in order to increase its face count as it get bigger.Patch Mesh:如果為真,每次對象現(xiàn)有的網(wǎng)格是一個補上的網(wǎng)格,一個除法會被執(zhí)行,將被添加到對象的LOD進程中,為了減少或增加他的面數(shù)Alpha:如果為真,一個除法執(zhí)行在透明度上,通過對象的屏幕尺寸將被添加到對象的LOD進程中。因為這個LOD方法對以上的方法沒有任何作用,它只需要它自己。Controls:參照“Screen Alpha Mag”和“Screen Alpha Min”參數(shù)Screen Mag:一個百分比的值,描述為放

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