[SCE CONFIDENTIAL DOCUMENT]

PlayStation(R)Edge 1.2.0

                  Copyright (C) 2006 Sony Computer Entertainment Inc.

                                                 All Rights Reserved.





Procedurally generates some simple geometry , which is then partitioned at runtime

on the PPU, and rendered using Edge Geometry on the SPUs.



<Point of Sample Program>

  This sample builds on the concepts in the Edge vertexes-only-sample to demonstrate

  the integration of the traditionally offline libedgegeomtool partitioner into PPU

  runtime code.  This technique is *not* recommended for final release builds, but is

  suitable for quick internal prototypes, or to facilitate runtime hot-swapping of

  geometry assets during development.



<Description of Sample Program>

  The output of the program should be a simple textured sphere.  The sphere is animated

  using both skinning (to rotate the sphere back and forth along the Z axis) and blend

  shapes (to grow and contract the sphere along the Y axis).



<Files>

assets.mk	   : Makefile for building scene data

fpshader.cg        : Fragment shader program

main.cpp           : Main sample source

main.h             : Main sample header

Makefile           : Makefile

readme_e.txt       : readme text file (English)

readme_j.txt       : readme text file (Japanese)

runtime-partitioning-sample.sln	: Visual Studio Solution

runtime-partitioning-sample.vcproj	: Visual Studio Project

vpshader.cg        : Vertex shader program

spu/job_geom.cpp    : Edge Geometry SPURS job source

spu/job_geom.mk     : Edge Geometry SPURS job makefile

spu/job_geom.vcproj : Edge Geometry SPURS job Visual Studio project

spu/Makefile		: Makefile for all SPU programs



<Running the Program>

	- The left and right analog sticks, and the dpad up/down move the camera.  



<Notes>

