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Nintendo® Confidential

## fogworld

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    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 Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.
Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated March 1998