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| author | Sheikh Dawood Abdul Ajees <[email protected]> | 2018-01-26 19:43:03 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <[email protected]> | 2018-01-26 19:43:03 -0600 |
| commit | b6db9a56548cd1c41bee309e721d76ea2c9320da (patch) | |
| tree | 1f0436b187db50c21e576b4f4d491530113c91bc /PhysX_3.4/release_notes.html | |
| parent | PhysX 3.4.1, APEX 1.4.1 Release @23307153 (diff) | |
| download | physx-3.4-b6db9a56548cd1c41bee309e721d76ea2c9320da.tar.xz physx-3.4-b6db9a56548cd1c41bee309e721d76ea2c9320da.zip | |
PhysX 3.4, APEX 1.4 patch release @23472123
Diffstat (limited to 'PhysX_3.4/release_notes.html')
| -rw-r--r-- | PhysX_3.4/release_notes.html | 26 |
1 files changed, 24 insertions, 2 deletions
diff --git a/PhysX_3.4/release_notes.html b/PhysX_3.4/release_notes.html index f19f97e7..d62621f0 100644 --- a/PhysX_3.4/release_notes.html +++ b/PhysX_3.4/release_notes.html @@ -2,7 +2,7 @@ <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> -<title>Release Notes - NVIDIA PhysX SDK 3.4.0.22387197</title> +<title>Release Notes - NVIDIA PhysX SDK 3.4.1</title> <style type="text/css"> body { @@ -30,7 +30,7 @@ <!-- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> - <h1 style="TEXT-ALIGN: center">Release Notes - NVIDIA<sup>®</sup> PhysX<sup>®</sup> SDK 3.4.1.23307153</h1> + <h1 style="TEXT-ALIGN: center">Release Notes - NVIDIA<sup>®</sup> PhysX<sup>®</sup> SDK 3.4.1.23472123</h1> <h2 style="TEXT-ALIGN: center">January 2018</h2> <h3>General</h3> @@ -39,8 +39,30 @@ <ul> <li>Visual Studio 2017 15.5.1 and newer is now supported. Samples are currently not supported with Visual Studio 2017.</li> </ul> + + <li>Removed:</li> + <ul> + <li>Visual Studio 2012 support is discontinued.</li> + </ul> </ul> + <h3>Cooking</h3> + <ul> + <li>Fixed:</li> + <ul> + <li>Cooked mesh structures contained a mix of little-endian and big-endian data (the midphase structures were always saved as big-endian). This made loading of cooked files slower than necessary. This has been fixed.</li> + </ul> + </ul> + + <h3>Scene queries</h3> + <ul> + <li>Fixed:</li> + <ul> + <li>Buffered moves were sometimes not properly taken into account by scene queries, leading to invalid results for one frame. This has been fixed.</li> + <li>Pruning structure failed to build when actor had more shapes. This has been fixed.</li> + </ul> + </ul> + <!-- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> <h1 style="TEXT-ALIGN: center">Release Notes - NVIDIA<sup>®</sup> PhysX<sup>®</sup> SDK 3.4.1.23173160</h1> |