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| author | Sheikh Dawood <[email protected]> | 2018-08-13 13:37:04 -0500 |
|---|---|---|
| committer | Sheikh Dawood <[email protected]> | 2018-08-13 13:37:04 -0500 |
| commit | 3f9977d72f8a481e76b6ad643a3d312a8cf9b551 (patch) | |
| tree | 8dfa563cf2a06498b56b055af133bd066f1f349c /PxShared | |
| parent | PhysX 3.4, APEX 1.4 patch release @24214033 (diff) | |
| download | archived-physx-3.4-3f9977d72f8a481e76b6ad643a3d312a8cf9b551.tar.xz archived-physx-3.4-3f9977d72f8a481e76b6ad643a3d312a8cf9b551.zip | |
PhysX 3.4, APEX 1.4 patch release @24698370
Diffstat (limited to 'PxShared')
| -rw-r--r-- | PxShared/include/task/PxTaskManager.h | 2 | ||||
| -rw-r--r-- | PxShared/src/foundation/include/PsVecMathAoSScalarInline.h | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/PxShared/include/task/PxTaskManager.h b/PxShared/include/task/PxTaskManager.h index fefe8f2d..f8060508 100644 --- a/PxShared/include/task/PxTaskManager.h +++ b/PxShared/include/task/PxTaskManager.h @@ -72,7 +72,7 @@ class PxGpuDispatcher; A PxTaskManager instance holds references to user-provided dispatcher objects, when tasks are submitted the PxTaskManager routes them to the appropriate dispatcher and handles task profiling if enabled. - Users should not implement the PxTaskManager interface, the SDK creates it's own concrete PxTaskManager object + Users should not implement the PxTaskManager interface, the SDK creates its own concrete PxTaskManager object per-scene which users can configure by passing dispatcher objects into the PxSceneDesc. diff --git a/PxShared/src/foundation/include/PsVecMathAoSScalarInline.h b/PxShared/src/foundation/include/PsVecMathAoSScalarInline.h index 855965eb..b98eb922 100644 --- a/PxShared/src/foundation/include/PsVecMathAoSScalarInline.h +++ b/PxShared/src/foundation/include/PsVecMathAoSScalarInline.h @@ -1054,7 +1054,7 @@ PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V v) return Vec4V(v.y, v.z, v.x, v.w); } -PX_FORCE_INLINE Vec4V V4PermZWXY(const Vec4V a) +PX_FORCE_INLINE Vec4V V4PermZWXY(const Vec4V v) { return Vec4V(v.z, v.w, v.x, v.y); } |