nx_nxa_rig_emit.nx
buildroot/runtime/nx_nxa_rig_emit.nx
about
nx_nxa_rig_emit.nx -- SKINNED-CHARACTER viewer emitter v5: fetches an NXA (VERT/TRIS/SKEL/
SKIN and optionally ANIM), verifies checksums in-browser, then performs REAL LBS SKINNING on
the GPU. With an ANIM section (channel 2 = packed world-delta keys baked by nx_nxa_anim) the
figure plays the file's REAL MOCAP. v5 = the REVIEW build (operator: "clothes and hair are
bizarre... see all of this before we put it into the game"): RIBBON hair (scalp-wide layered
roots, face side excluded, nape-long crown-short, calm damped sim), a chest-pinned DRESS
with full body colliders (chest/waist/hip spheres + tapered leg capsules), anchor-driven
flesh springs, and an inspection UI (Natural/Clothed toggle, wind calm/breeze/windy, pause).
usage: nx_nxa_rig_emit <out.html> <title> <nxa-url>
license_tier: ORIGINAL
dependencies 1 imports · 0 importers
imports: nx_syscalls.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| 13 | const NRE_OUT_CAP: i64 = 1048576 |
functions
| 15 | func nre_ap(out: *u8, pos: i64, s: *u8) -> i64 called by 1: main |
| 21 | func nre_w(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 22 | func nre_num(v: i64) -> i64 |
| 34 | func main(argc: i64, argv: *i64) -> i64 |