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Additional Improvements & Fixes
As usual, we added a couple of improvements and fixed some things...
* Managed .NET DLLs can now be placed in the project folder and can contain script code, including MonoBehaviours, EditorWindows and ScriptableObjects. This allows you to move any code into a DLL, making code sharing between projects easier, and making it easier for middleware developers to create libraries without sharing the source code. This was introduced in Unity 3.0 but was not mentioned in the release notes.
* Scripting: Added GL.InvalidateState() to flush the internal renderstate cache in Unity. This is mostly useful when writing native code plugins that access the 3D device.
* Audio: Added AudioSettings.outputSampleRate. Returns the mixer's output rate; use this to calculate the precise hertz range returned from GetSpectrumData().
* Editor: Fixed out of memory errors when editing very large terrains due to the Undo system.
* Editor: Fixed "too many open files" error when reimporting a large project with many shaders on Mac OS X.
* Editor: Some textures would not say "Texture not yet compressed" when importing with the "Compress Textures" preference turned off.
* Editor: Fixed a bug where upgrading a Unity 2.x project with normal maps would leave some normal maps not marked as Normalmap type properly.
* Terrain Engine: Unity 2.x Soft Vegetation tree shaders had lighting upside down
* Shaders: fixed Surface Shader compilation errors with large custom output structures.
* Shaders: wrong syntax in UnityCG.glslinc file (for GLSL shaders).
* Graphics: fixed Projector crash in some circumstances.
* Graphics: fixed tangent vectors not bound correctly with GLSL shaders on some GPUs.
* Graphics: fixed dynamic batching corrupting vertex colors on Direct3D.
* Graphics: fixed GL.TRIANGLES rendering with large triangle counts on Direct3D.
* Graphics: fixed some hiccups when changing non-uniform scale of meshes.
* Graphics: Fixed dynamic batching index overflow.
* Audio: GetOutputData/GetSpectrumData API changed so it accepts an pre-allocated array instead of allocating on every call. Old API is deprecated and marked obsolete.
Unity iOS Fixes:
* Fixed render texture support on iPad with OS 3.2.
* Fixed video autorotation. Pinch zoom gesture now disabled during video playback.
* Fixed stripping of GUI scrollable area.
* Fixed OpenGL ES 1.1 cache invalidation, which was sometimes causing visual artifacts.
* Fixed render texture memory leak.
Unity Android Improvements & Fixes:
* Plugins folder is moved; it now uses Assets/Plugins/Android to scan for plugins.
* Plugins now support standard Android project layout; /assets, /bin, /libs and /res will be merged with the final package.
* Added 'update necessary' notifcation dialog for Samsung devices running pre-2.2 OS firmware.
* License Verification Library (LVL) no longer causes a crash.
* Added iPhoneUtils.isApplicationGenuineAvailable() to be able to determine if application integrity can be confirmed or not.
* Ignore .meta files (with external version control) when packaging the .apk.
* Assign DefaultImporter to platform specific plugin assets.
* Custom manifests are now merged with the properties from the editor (like Bundle Identifier, Version and permission flags).
* Ship UnityPlayerActivity as source code template for writing plugins with custom activity classes.
* Added support for translucent (RGBA 8888) rendering surface.
* com/unity3d/player/UnityPlayerActivity.currentActivity field is now found at com/unity3d/player/UnityPlayer.currentActivity.
* iPhoneKeyboard is now displayed on top of the application; it supports the basic soft keyboard layouts (URL, Email, Phone, etc).
* PlayMovie is now displayed on top of the application (instead of in a separate activity); fixes the screenCanDarken issue while playing movies.
* The editor now checks for device specifications before trying to deploy in Build&Run.
* The editor will try to locate the JDK based on information stored in the registry on Windows.
* Fixed C# assemblies being loaded from the wrong thread; was causing crashes if external classes were loaded late at runtime.
* Fixed render textures on OpenGL ES 2.0.
This CUDA experiment maps a FULL-HD (1920x1080 @ 30 frames per second, MPEG2 compression) video source into 3D space. Each frame is processed in real-time on the GPU using CUDA. Each pixel in a frame (2.073.600 pixels per frame) is scaled by its luminance value and given the original color. The camera flight is realized with a 3D space navigator in real-time. This application is written in C# using DirectX 11, CUDA.NET and DirectShow.NET libraries. Benchmarks: GPU load is about 85% (GTX 260), GPU memory controller load 25%, CPU (i7-920) is at 20%.
For more information about this experiment visit:
Release Notes - NVIDIA PhysX SDK 2.8.4
November 12th 2010
What's New In NVIDIA PhysX 2.8.4
* Discontinued the Training Programs.
* Added source code of NxTetra (tet-maker) utility to source distribution.
* Removed spin waits from sample code.
* Added API to permit the user to specify the order in which compartments are simulated.
* Added compression limits to cloth.
* Cloth simulation no longer performs prediction for kinematic rigid bodies for improved interaction behavior.
* New 'driverless' PhysXLoader for PC CPU distribution.
In 2.8.4, application developers must ship PhysXCore.dll, PhysXCooking.dll, the cudarXX_XX_X.dll and physxdevice.dll with the application 'locally', in the directory where the .exe is located:
o The application requests PhysXCore or PhysXCooking (v 2.8.4) from the PhysXLoader.
o PhysXLoader searches for another DLL called 'PhysXUpdateLoader'.
o If PhysXUpdateLoader is not found, PhysXLoader will load the local PhysXCore or PhysXCooking.
o If PhysXUpdateLoader is found, it looks for an updated replacement for the PhysXCore or PhysXCooking dlls.
o If PhysXUpdateLoader cannot find the specified replacement DLL, PhysXLoader will load the local PhysXCore or PhysXCooking dlls.
o If PhysXUpdateLoader can find the replacement DLLs, these will be loaded in place of the local PhysCore or PhysXCooking dlls.
* The net result is that the developer has more control over the game installation process, doesn't have to worry about shipping a large System Software with the game, doesn't have to worry that the player will break his System Software somehow, etc.
* Better rotation matrix input validity checking.
* Made Desc::isValid() more verbose.
* CUDA errors are now reported to the debug stream.
* Added extended scene statistics for GPU memory usage.
* Lowered the default GPU memory heap size to 32 MB from 128 MB. You may use NxPhysicsSDKDesc::gpuHeapSize to change how much GPU memory is allocated for physics.
* Disabled GPU acceleration by default. Clear NX_SDF_NO_HARDWARE to enable it.
* Corrected inertia and volume computation for capsule. For the same capsule dimension and density, the mass and inertia is slightly different compared to the previous release.
* The supported devices are the same as for PhysX 2.8.1 (see below), except that the AGEIA PhysX Processor (PPU) device support was removed.
* Enabled /arch:SSE2 compiler switch for all optimized PC builds.
* Optimized PS3 SPU Memory Manager
* Optimized AgPerfmon AgPerfUtils wrapper
* Optimized cloth simulation on PS3, XBOX 360, PC CPU
* Debugged PS3 SPU Memory Manager
* Fluids now collide properly when static shapes are removed or added.
* Fixed crash bug in character controller sample.
* Fixed a number of bugs in the HSM.
* In the event of a CUDA error (typically a failed launch or an inadequately sized CUDA memory heap), the NxFluid will not allow the addition of any more particles.
Known Issues and Limitations
* Please also see the previous lists from 2.8.3 and earlier.
o NxCloth::getShapePointers() no longer returns shape flags.
o Added methods to NxCloth and members to NxClothDesc to set compression parameters.
o NxCloth::setFlag() can no longer be used to change NX_CLF_BENDING_ORTHO, use flag in NxClothDesc instead.
o Removed NxFluidFlag::NX_FF_ENABLE_STATIC_FRICTION. Static friction is enabled by default now.
* Removed NX_SDKF_EXTENDED_DESCRIPTOR.
* Added NxPhysicsSDK::resizeGpuHeap() to allow changing the GPU heap size after SDK creation. See the GPU Memory section of the User's Guide for details.
* NxPhysicsSDKDesc::flags has NX_SDKF_NO_HARDWARE set by default.
* Added checkValid() method to descriptors that return an error code instead of the boolean of isValid().
* The experimental NxScene::simulateCompartments() method has been added. It gives more control over the order in which compartments get simulated.
The debut of the scalable, multicore Mali-T604 GPU raises the performance bar for visual computing in the consumer electronics space, including mobiles, tablets, DTVs and automotive infotainment. The innovative tri-pipe graphics architecture within the Mali-T604 GPU, addresses the ever-increasing computationally intensive demand inherent in next generation interactive user interfaces and gaming.
With Release 260 drivers, the installation process for 3D Vision has changed. Please view this knowledgebase article for more information on the changes.
NVIDIA 3D Vision Release Highlights
* WHQL Certified driver for GeForce GTX 580 GPU
* With Release 260 drivers, the installation process for 3D Vision has changed. Please view this knowledgebase article for more information on the changes.
* Added the following 3D Vision game profiles
o NVIDIA Demo: Endless City
NVIDIA "Alien vs. Triangles" Demo
You can turn a smooth, workaday alien into something fun and memorable . . .
possible through the miracle of triangles using a technique we call
multi-dimensional tessellation. You can inject the alien with either a
spikey infection or a fungal infection and watch him deform, as if by magic,
into something new.
For a livelier encounter try the laser weapon. It blasts holes through the
soft tissues of our test subject and proves once and for all, that aliens
really are like onions . . . lots of layers. You’ll see ALL the gooey layers
of an ugly alien in amazing clarity. The wonders of multi-dimensional
tessellation never cease. The future is looking bright indeed!
NVIDIA GeForce GTX 500 series GPU
2.5 GHz Dual core CPU
2 GB System memory
600 MB Hard drive space
Microsoft Windows Vista or Windows 7
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2010.
This is the result of this thread on bokeh. It's a small demo featuring DOF with Bokeh, SSAO, Bloom and inferred lighting.
The bokeh effect was inspired by lost planet, the details of the implementation are in the linked thread.
You can download the executable and shaders from here. A warning if you're going to delve into the GLSL code though - it's very "proof of concept" (not at all optimal!).
If you don't have MSVC 9/2008 installed, you'll also need the Microsoft Visual C++ 2008 Redistributable.
Requires OpenGL2.1 / DirectX9.0c compatible GPU.
Older GPUs may work, but the bokeh effect probably won't show up (requires vertex texture fetch).
A multi-core CPU is recommended but not required.
Many thanks to the great developers at http://www.horde3d.org!
Recently I resolved to write my first fluid simulator and purchased a copy of Fluid Simulation for Computer Graphics by Robert Bridson. Like a lot of developers my first exposure to the subject was Jos Stam’s stable fluids paper and his more accessible Fluid Dynamics for Games presentation, while the ideas are undeniable great I never came away feeling like I truly understood the concepts or the mathematics behind it.