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Nintendo® Confidential





fogworld



README_DEMOS CONTENTS:

Shows how to use fog and volume culling.

README CONTENTS:

n/a

DESCRIPTION:

You will appear in a first-person perspective floating over a 3D landscape that consists of a variety of hill sizes and shapes. There is a solid light blue background used to simulate the sky.

CONTROLLER FUNCTIONS:

Press the A Button for Help: Demonstration of fog and culling. Use Joystick to steer around. Use these buttons: R Stop E accelerate D decelerate Start Reset position and speed L Turn menu on/off + Up choose previous menu item + Down choose next menu item + Left Decrement menu item value + Right Increment menu item value Additional help is available in the Help Menu. L Button: Menu Option "Main Menu" Help Menu Fog Mode: On/Off Fog Menu Viewing Menu Help Menu: Main Menu Overview Fog Help Cull Help Other Help Misc Help Fog Menu: Main Menu min: 0-1000 max: 0-1000 Red: 0-255 Green: 0-255 Blue: 0-255 Viewing Menu: Main Menu Near Clipping: On/Off Field of View: 1.00-120.00 Near Plane: 1-1000 Far Plane 20-10000 Dump RSP: -rspsim +parse ? crash Dump RDP: ? crash Multiple geometry: On/Off bumper: 1-500 bumper2: 1-500 minalt: 1-500 Wireframe: On/Off L Button: Menu Option "Help Menu" Help Menu: Main Menu Overview Fog Help Cull Help Other Help Misc Help Overview: This demo illustrates the use of Fog and Culling. Fog can be used (as in this demo) to hide distant sections of a visual database as they come into view and disappear from view. See FOG HELP for info on using fog. Volume Culling is used to quickly eliminate sections of the visual database which are out of view. See CULL HELP for information on Volume Culling. Turn fog on and off to see it's visual. Fog Help: Turn fog on and off in the main menu. The color of the fog (which is also the color of the background) can be adjusted in the Fog Menu, as can the min and max values. The max value indicates where the fog will completely obscure everything. It ranges from 0 (= at the near plane) to 1000 (=at the far plane). The min value has the same range and indicates where the fog will begin to appear. The min and max values are nonlinear, so some tweaking may be necessary to get the desired results. See the gSPFogPosition man page for info. Cull Help: Volume culling is a way to improve performance without using CPU power. The display list sent to the RSP includes a qSPVertex command describing the volume of the geometry which the display list is about to draw. Then, the gSPCullDisplayList command skips drawing that geometry if the bounding volume is outside the view. Volume culling uses the RSP to decide what to cull so the CPU doesn't have to spend so much time on that task. See the gSPCullDisplayList man for info. Other Help: The Viewing Menu has a number of modes you can adjust plus a way of dumping the display list. To dump the display list which gets sent to the RSP, select DUMP RSP and press the + Right button. Use DUMP RDP to see what gets sent to the RDP. Text is not included in the dump. This program draws 9 copies of the terrain: the copy the eye is over, and the copies all around that one. To simplify a dump, you can turn MULTIPLE GEOMETRY off and only 1 copy will be drawn. Bumper and Minalt are for collision detection Misc Help: The indicators at the bottom of the screen show you: fr - frame rate (notice how much faster it is with the menu turned off). a,d - altitude and direction. p,s - position and speed. Another feature is Wireframe. In the Viewing Menu, choose Wireframe to see the geometry of the terrain with the line microcode. This is implemented by simply using the regular (triangle) display list with the line microcode.


Nintendo® Confidential

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Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated March 1998