Quick Introduction to Mesh Shaders (OpenGL and Vulkan)
Started by JeGX, August 14, 2019, 01:52:31 PM
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QuoteGeneral Added: Support for Visual Studio 2019 has been added, cmake 3.14 is required. Changed: Android binary output directory name contains Android ABI string.Vehicles Added: PxVehicleWheelsSimFlags and corresponding set/get methods have been added to PxVehicleWheelsSimData. The flag eLIMIT_SUSPENSION_EXPANSION_VELOCITY can be used to avoid suspension forces being applied if the suspension can not expand fast enough to push the wheel onto the ground in a simulation step. This helps to reduce artifacts like the vehicle sticking to the ground if extreme damping ratios are chosen. Fixed: The PxVehicleDrive::setToRestState() was not clearing all cached data, which could sometimes make vehicles misbehave after calls to this function.Cooking Added: Added error message when not at least four valid vertices exist after vertices cleanup.Serialization Fixed: Binary serialization of kinematic rigid dynamic actors was failing unless they were part of a scene.Rigid body Fixed Out of shared memory failure with GPU articulations. Inconsistent results when setting joint drive targets with GPU articulations compared to CPU articulations. Assert when simulating a scene with > 64k rigid bodies and joints. Error in PxActor::getConnectors() method when there are multiple connector types. Setting joint positions on articulations did not update world-space link poses and velocities. Improved TGS articulation joint drive solver. Improved robustness of articulation spherical joints. Joint forces/positions/velocities set through the PxArticulationCache are correctly applied when using GPU articulations. Fixed rare crash in MBP when the system contains out-of-bounds objects.