Archive for April, 2014
NVIDIA has released an updated 3.0.1 version of the PhysX DCC plug-ins for 3ds Max and Maya.
|PhysX Plug-in 3.0.1 for 3ds Max: Release Notes|
- New Features
- Fix: crash which happens when quiting 3ds Max with a biped Ragdoll scene.
- Fix: bug that Clothing simulates wrong at first frame when system scale is not 1.
- Fix: bug with APEX Debug Visualizer parameters.
- Fix: bug that when LOD1 is default LOD, it may not allow to add another new LOD.
- Fix: bug that Physical Mesh rollout could be too small when it is Custom type.
- Fix: few bugs with Physical Mesh rollout of Clothing Modifier.
- Fix: crash when loading .Rag files.
- Fix: SDK warning message when it fails to output on unicode build because missing one virtual function.
- Fix: Clothing Velocity control via Script.
- Improve the simulation of dynamic ragdolls.
- Make a switch to SDK 3 if creating APEX objects.
- Support SkinMapActual for APEX Clothing visulaizer.
- Improve sub-material handling based on Bug #9515: Getting multiple materials when coming back from PhysXLab to 3ds Max.
- Make Destruction exports Tangent and Binormal with UE3 and APEX 1.3
- Avoid extra scale (in PhysX Panel dialog) to be zero.
- Improve debug render scale handling.
New APEX 1.3.1 release is now available for public download.
Update: APEX SDK 1.3.2 is available
1.3.1 version features support for latest PhysX SDK 3.3.1 and includes a set of bug-fixes and minor new features.
|APEX SDK 1.3.1: Release Notes|
APEX Framework 1.3.1
- Added VS2012 support for source distributions with PhysX 3.x.
- Assertions are now enabled in the checked configuration.
- Added NxApexActor::setEnableDebugVisualization to selectively disable debug visualization on particular actors.
- The NxUserRenderResourceManager’s surface buffer create and release virtual methods must be implemented by the user. They are only used by particular turbulence features, so if turbulence isn’t being used the implementation can be empty.
- Starting with NVIDIA R302 drivers, application developers can direct the Optimus driver at runtime to use the High Performance Graphics to render any application – even those applications for which there is no existing application profile. The APEX samples now makes use of this “NvOptimusEnablement” feature to enable High Performance Graphics by default.
- Debug info added to all PS4 builds except release builds.
- Android sample builds now generate an APK. This requires some extra defines for Java and Ant. See the Android examples section of the sample documentation for details.
- Fixed rare Named Resource Provider failure to find resource.
- Using allocViewMatrix(ViewMatrixType::USER_CUSTOMIZED) now works.
- Cleaned up several PS4 compiler warnings.
NVIDIA has released minor 3.3.1 update for PhysX SDK 3.3 branch.
Update: PhysX SDK 3.3.2 released
PhysX SDK 3.3.1 release is mostly focused on various bug-fixes and optimizations.
|PhysX SDK 3.3.1: Release Notes|
- The friction model can now be changed after scene instantiation with PxScene::setFrictionType. The friction model can also be queried with PxScene::getFrictionType.
- PxDefaultSimulationFilterShader now supports particles and cloth as well.
- PxSimulationFilterCallback: the provided actor and shape pointers are now defined as const. Note: this is no behavior change, it was never allowed to write to those objects from within the callback.
- The PxTriangleMeshFlag::eHAS_16BIT_TRIANGLE_INDICES and PxTriangleMeshFlag::eHAS_ADJACENCY_INFO enums have been deprecated. Please use PxTriangleMeshFlag::e16_BIT_INDICES and PxTriangleMeshFlag::eADJACENCY_INFO instead.
- Removed following functions from the API for platforms which do not support CUDA: PxGetSuggestedCudaDeviceOrdinal, PxCreateCudaContextManager, PxLoadPhysxGPUModule.
- PxShape::getMaterialFromInternalFaceIndex will now return a NULL pointer and produce a warning for input faceIndex value of 0xFFFFffff. This change only applies to mesh and heightfield shapes.
- Fixed concurrency issue on windows. Calling PxScene::simulate on multiple scenes concurrently may have caused a deadlock. This only happened if the scenes shared a single PxCpuDispatcher and the dispatcher was configured to use one worker thread only.