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Updated APEX SDK 1.3.1 released

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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

  • General:
    • 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.
  • Fixes:
    • Fixed rare Named Resource Provider failure to find resource.
    • Using allocViewMatrix(ViewMatrixType::USER_CUSTOMIZED) now works.
    • Cleaned up several PS4 compiler warnings.
  • APEX Destruction 1.3.1

  • New Features:
    • Fracturing now handles open meshes. No API change.
    • Performance improvement in fetchResults: Only update poses of awake actors.
    • Added doNotCreateRenderable parameter to destructible actors. Optimization if the APEX rendering API is being bypassed.
    • Added access to scatter meshes from NxDestructibleAsset.
    • NxRenderMeshActor::setMaxInstanceCount: Change the max instance count in the case that the instance buffer was changed.
    • Improvement to acquirePhysXActorBuffer: Before, if “eliminateRedundantActors” was true, this function could return multiple copies of a PhysX actor per NxDestructibleActor. In 1.3.1, it will only return one PhysX actor per NxDestructibleActor, at most. Also, this query has been made more efficient.
  • Fixes:
    • Fixed crash when two or more structures are joined at DestructibleActor creation.
    • Fix for assertion in destructible stress solver sample.
    • Fixed destructible module cached data in release builds.
    • Properly take into account the bias field on weights in destructible benefit calculation.
    • Fixed a bad pointer dereference crash.
    • Fixed real-time fracturing thread-safety issues.
    • Fixed real-time fracturing override of the PxSimulationEventCallback.
    • Fixed applyTransformation to also transform scatter meshes.
    • Fixed NxDestructibleActorJoint not working correctly when jointed to the world (one actor NULL).
    • Fixed potential crash when PhysX 3.x shape creation fails.
    • Fixed bad destructible actor deletion/creation accounting, which could potentially have led to bad reference counts on destructibles.
    • Fixed crash: APEX could access deleted actors if actor creation rate or fractureBufferProcessRates are exceeded.
    • Fixed an unsafe destructible scene release when using GRB.
    • Fixed incorrect rendering when a destructible actor is removed from a structure.
    • Fixed an issue where the number of dynamic chunks, reported in the DynamicDestructibleChunkIslandCount stat, could exceed the limit set by calling setMaxDynamicChunkIslandCount.
    • In some cases when using instanced mesh rendering, creating a destructible actor could lead to a releaseRenderResources callback. That no longer happens.
    • FractureTool now handles multi-fbx import.
    • FractureTool -x option now works correctly.
  • APEX Clothing 1.3.1

  • New Features:
    • Added NxClothingActor::getSimulationVelocities().
    • ClothingTool: Some names were changed to match DCC plugin naming conventions.
    • Clothing triangle collision debug rendering: render ignored triangles red.
    • Clamp to 500 collision triangles on GPU to avoid hitting shared memory limit.
    • Added API to add and remove triangles from an NxClothingTriangleMesh at runtime.
    • Added friction to convex collisions against cloth.
    • No longer deprecated: updateMaxDistanceScale, getPose, setWind, setMaxDistanceBlendTime, getMaxDistanceBlendTime, setLODWeights.
  • Removed:
    • Removed unused API NxClothingUserRecompute.
    • Unused zeroStretchStiffness parameter has been removed.
  • Fixes:
    • Fixed incorrect scaling in NxClothingAssetAuthoring::applyTransformation.
    • Fixed infinities generated in NxClothingAssetAuthoring::applyTransformation.
    • Fixed bug that could cause clothing material to be set every frame.
    • Fixed race condition when creating/deleting cloths in parallel.
    • NxClothingActor methods getSimulationPositions and getSimulationNormals now block when asyncFetchResults is set to true.
    • Fixed crash when calling releaseGraphicalData on a clothing asset (applies if application does its own skinning).
    • Fixed a 3x clothing cooker crash.
    • Fixed a bug where APEX could wake frozen cloth, causing APEX to output a “Cloth has not stayed static” message.
    • Fixed an issue when using multiple GPU dispatchers with GPU clothing.
  • APEX Particles / Turbulence 1.3.1

  • New Features:
    • New WindFS field sampler for wind effects.
    • Add ‘fieldDragCoeff’ & ‘fieldWeight’ parameters to all assets in BasicFS.
    • Turbulence dissipation time, allows to remove turbulence vortices in a predetermined time. But see known issues.
    • Added ability to sample a TurbulenceFS’s velocity field directly to a surface buffer.
    • The NxUserRenderSurfaceBuffer::writeBuffer parameters have changed to support writing to offsets in any of three dimensions.
    • Object scale for emitter actors.
    • More efficient use of CUDA constant memory in IOFX.
  • Fixes:
    • Fixed crash when a turbulence asset had maxCollidingObjects set to 0.
    • Fixed BasicIOS and TurbulenceFS not honoring all collision filtering with PhysX 3.x. Note: now that the collision filtering is correctly handled, the behavior could change if you were using non-default collision filtering.
    • Fixed an issue with VortexFS not working due to an uninitialized variable.
    • Fixed a bad interaction between a rotating capsule and a turbulence grid.
    • Optimized multigrid/diffusion in Turbulence.
    • More robust handling of CUDA out of memory for TurbulenceFS actor.
    • Fix a ParticleIOS crash when an emitter is deleted.
    • Various EditorWidgets fixes.
    • Fix for incorrect EffectPackage duration calculation.
    • Fixed incorrect capsule orientation when colliding with BasicIOS and TurbulenceFS.
    • APEX now correctly takes into account total elapsed time, which fixes time-dependent behavior of emitters.
    • Fix for NULL pointer access in EffectPackageActor.
    • Re-enabling a disabled effect in an EffectPackageActor using setEffectEnabled=true now workes.
    • Fixed issues with turbulence debug visualization.
  • Downloads

    APEX SDK 1.3.1 can be downloaded at GameWorks Download Center.

Written by Zogrim

April 10th, 2014 at 11:04 am

Posted in PhysX Tools

Tagged with ,

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