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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. 优化与DX8关联在Optimizations/System中将其分类描述适用于交互对象在Virtools网络播放器中增加次交互模块到我们的Virtools作品中检索DX8的关联内容技术信息这个BB确保DX8能在Virtools中网络播放器利用,对支持DX8进行优化其组件。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). 与DX9关联在Optimizations/System中将其分类描述适用于交互对象在Virtools网络播放器中增加次交互模块到我们的Virtools作品中检索DX9的关联内容技术信息这个BB确保DX8能在Virtools中网络播放器利用,必须支持Virtools着色器的能力(在网络播放器中)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.获取主机平台在Optimizations/System中将其分类描述适用于交互对象获取主机平台Get Host Platform.cmo技术信息On:激活该进程Exit On:当进程结束时被激活Platform:现有的平台(代表为一个可数的)平台可能为:Windows系统,苹果系统,XBOX游戏机,WinCE系统,Linux系统,PSX2系统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.获取层次细节简化属性在Optimizations/Level Of Detail 中将其分类描述适用于角色获取LOD属性参数,并应用到一个对象上LOD.cmo技术信息阅读LOD帮助文档来学习更多关于如何简化Virtools层次细节In:触发该进程LOD Attribute Found:如果对象有着LOD的属性则被激活LOD Attribute Not Found:如果对象没有任何LOD属性则被激活Multiple Meshes:如果为真,一个除法执行网格的交换,对象的面数将会添加到一个对象LOD进程。这些网格将被从对象的网格清单拿出。你不需要对对象的网格清单下指令。该除法会找到网格清单中的合适的网格。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:如果为真,一个除法将在动画中执行,将被添加到角色的LOD进程中Note:这个标志着只能影响一个角色和它的动作。当一个角色在屏幕上显示的很小时,只有主要的动作部分将继续被播放。在大多数情况下,当他在显示器上显示的太小了,它比简单的停止动画要好一些。Patch Mesh:如果为真,每次对象现有的网格是一个补上的网格,一个除法会被执行,将被添加到对象的LOD进程中,为了减少或增加他的面数Alpha:如果为真,一个除法执行在透明度上,通过对象的屏幕尺寸将被添加到对象的LOD进程中。因为这个LOD方法对以上的方法没有任何作用,它只需要它自己。Controls:参照“Screen Alpha Mag”和“Screen Alpha Min”参数Screen Mag:一个百分比的值,描述为放大屏幕的尺寸。它是一个对屏幕的合适的尺寸。如果对象的2D尺寸(投射在屏幕上)比“Screen Mag”要大,这就意味着对象离摄影机太近了,遭受到一个破面,如此决定网格将被削减。在这个比率,所选LOD方法将适用于对象为了减小它的面数。Screen Min:一个百分比的值,描述屏幕的最小值。如果对象的2D尺寸(被屏幕保护)比“Screen Min”要小,这就意味着对象离摄影机太远了而不能继续减面,因此没有更多的细节将被移除,设置当对象更小时。在这个比率之上,所选的LOD方法将使用于对象是为了当他变大时可以增加他的面数。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:一个百分比值,当对象的2D尺寸大于“Screen Mag”时描述最大面。在大多数情况下这个值为100%。然而,为了一个补上的网格,Faces Mag=100%意味着重复=5,因此为了得到更高的你可以使用200%,500%或是更多。Note:“Faces Mag”的值不仅仅用在面上,如果你钩选了“Character Animation”参数,你也能成为一个有关的值。在这个情况下Faces Mag=100%意味着所有的部分被播放,30%意味着大多数有意义的部分被播放,0%意味着没有东西被播放(除了属于“Floor Ref”的角色)Faces Min:一个百分比值,当对象的2D尺寸小于“Screen Min”,描述最小的面的比率。对于动作,你将代表性的设置Faces Min=0%然后使用相同的值为“Screen Mag”和“Screen Min”参数为了得到一个直接的动作的剪切对于补上的网格,进步的网格或是许多网格的方法,你可以代表性的使用一个不为空的百分比(2%-10%)Screen Alpha Mag:相同的定义给“Screen Mag”除了这个是一个专门的为透明LOD方法准备的。Screen Alpha Min:相同的定义给“Screen Min”除了这个是一个专门的为透明LOD方法准备的。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 硬件等级在Optimizations/System中将其分类描述适用于交互对象依靠当前驱动器的硬件加速触发激活输出项Hardware Level.cmo技术信息In:激活该进程TL:如果现有的硬件驱动改变并且灯光加速则被激活Hardware:如果现有的硬件驱动被加速则被激活Software:如果现有的软件驱动被加速则被激活Current Api:现有的Virtools Api驱动的值评论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.层次细节简化角色的动作在Optimizations/Level Of Detail中将其分类描述适用于角色设置虚拟角色动作的LOD层次细节LOD Character.cmo技术信息In:触发该进程Out:当进程结束时则被激活Min Distance:最大的展出的网格的细节中的最小距离Max Distance:最小的展出的网格的细节中的最大距离Minimum:动作播放的最小百分比进程。0意味着只有根部和地板能播放动作(如果可用的话)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.层次细节简化管理选项在Optimizations/Level Of Detail中将其分类描述适用于交互对象设置和获取LOD层次细节管理器的信息LOD.cmoLOD Character.cmo技术信息参照LOD general documentation获取更多信息In:触发该进程Out:当进程结束时则被激活Activate:如果为真,LOD管理器被激活,另外就不被激活撤消LOD管理器将停止LOD的运算,并且会储存最大的层次细节管理对于每个对象Global LOD Factor:通过所有的面数将被LOD对象所计算设置LOD的因素Build Normals For Progressive:如果为真,当执行减面时使用网格的技术,顶点法线将被计算Active:如果为真,LOD管理器被激活,另外的则不能被激活Global LOD Factor:获取LOD因素通过对所有的面数将被LOD对象运算Build Normals For Progressive Meshes:如果为真,顶点法线计算被网格来执行Modify Parameters:只钩选pIns能够被适当的使用。所有的未钩选的参数将不会被修改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.显示入口管理在Optimizations/Portals 中将其分类描述适用于交互对象自动隐藏不可见的入口位置Portals.cmo技术信息On:激活该进程Off:撤消该进程Exit On:当BB被激活时则被激活Exit Off:如果BB被撤消则被激活Debug Cameras:摄影机的组提供了显示入口管理,允许了一个可见的显示入口管理的“debugging”,当视图从另一个摄影机来观察时为空意味着显示入口管理将在现有的摄影机将被加工Traversal Depth:从现有的一个中可见的深度的数量。0意味着是无限深。当你有一个FOG(雾)妨碍你看多于3个位置时,这个功能是很有用的。你能够设置“Traversal Depth”pIn到3,因为甚至多于3个显示入口能够把视野排成一行,雾将不会让你看到比第3个位置更远的地方,你就保存你CPU的进程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:没有被依附场景的对象的组(就像敌人从一边走到另一边)你想要通过入口管理器能看到的。如果位置是可见的,我们发现这些对象的位置,要是如果2D被通过包含的对象的场景是可见的,然后对象也能够可见。另外,他没有被渲染,保存一些渲染和进程的时间Current Places:所有在摄影机中的位置的集合Rendered Places:所有的渲染的位置的集合。如果你想要当他们的正确的位置不可见,撤消一些对象的进程(就像粒子系统一样)Rendered TransPlace Object:所有渲染的换位的集合(给定的“TransPlace Objects”组下的部分)如果你想要当他们没有被渲染,撤消一些对象的进程是很有用的(就像enemy AI)Automatically CreatePortals:如果为真,自动创建所有的入口在临近的位置之间。确保分享点的位置在场景之间,所以进程能被找到正确的入口绑定包。如果点定义了入口的区域没有关闭(一些就像0.01单元是最低距离)没有入口就被创建。如果那已经准备好一个入口在两个给定的位置之间,没有额外的入口将被创建。这个设置是很有用的,特别是如果你的级别被创建(通过一些除法,或是在被项目中的一些可编辑的播放器创建)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.设置层次细节简化属性在Optimizations/Level Of Detail 中将其分类描述适用于角色设置一个对象的LOD层次细节属性Set LOD Attribute.cmo技术信息看LOD帮助文档可以获取更多信息In:触发该进程Out:当进程完成时则被激活Multiple Meshes:如果为真,一个除法执行网格的交换,对象的面数将会添加到一个对象LOD进程。这些网格将被从对象的网格清单拿出。你不需要对对象的网格清单下指令。该除法会找到网格清单中的合适的网格。Character Animation:如果为真,一个除法将在动画中执行,将被添加到角色的LOD进程中Note:这个标志着只能影响一个角色和它的动作。当一个角色在屏幕上显示的很小时,只有主要的动作部分将继续被播放。在大多数情况下,当他在显示器上显示的太小了,它比简单的停止动画要好一些。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:如果为真,每次对象现有的网格是一个补上的网格,一个除法会被执行,将被添加到对象的LOD进程中,为了减少或增加他的面数Alpha:如果为真,一个除法执行在透明度上,通过对象的屏幕尺寸将被添加到对象的LOD进程中。因为这个LOD方法对以上的方法没有任何作用,它只需要它自己。Controls:参照“Screen Alpha Mag”和“Screen Alpha Min”参数Screen Mag:一个百分比的值,描述为放

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