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Archive for April 26th, 2013

Minor PhysX SDK 3.2.4 release is available

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NVIDIA has revealed new bug-fixing release of the PhysX SDK 3.xPhysX SDK 3.2.4

Update: PhysX SDK 3.3 Closed Beta Testing begins

Update: PhysX SDK 3.2.5 available

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PhysX SDK 3.2.4 – Release Notes

  • General
    • Fixed a bug which caused actors to return wrong world bounds if the bounds minimum was above 10000 on any axis.
    • Reporting allocation names can now be enabled or disabled (see PxFoundation::setReportAllocationNames). When enabled, some platforms allocate memory through ‘malloc’.
    • eEXCEPTION_ON_STARTUP is removed from PxErrorCode and it is no longer needed.
    • Added boilerplate.txt to the Tools folder. SpuShaderDump.exe and clang.exe require it.
    • PxWindowsDelayLoadHook.h has been moved from Include/foundation/windows to Include/common/windows.
    • PxScene::saveToDesc now reports the bounceThresholdVelocity value.
    • Fixed a bug in PxDefaultSimulationFilterShader: the value of the second filter constant in the collision filtering equation was ignored and instead the value of the first filter constant was used.
    • Fixed a crash bug in PCM collision.
  • Rigid Bodies
    • Forces applied to bodies (with PxRigidBody::addForce) that go to sleep in the subsequent update now have their applied forces cleared when the body is set to sleep to avoid them being applied in a later update when the body is once more awake. This bug broke the rule that forces applied with PxRigidBody::addForce do not persist beyond the next scene update.

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Written by Zogrim

April 26th, 2013 at 12:22 pm

Posted in PhysX SDK

Tagged with , ,

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