Exposed anisotropy min/max clamping for better control of particle fluid rendering, see FlexParams::mAnisotropyMin and FlexParams::mAnisotropyMax.Rigid constraints now use quaternions as their orientation representation, see flexSetRigids() and flexGetRigidTransforms().Optimizations for flexSetTriangles(), users can now pass the triangle bounds to avoid having them re-calculated explicitly.Improved shape-matching algorithm with better inversion handling.Added flexGetParams() method to retrieve default values and set defaults to sensible values.Added support for the NVIDIA control panel, Flex will now use the selected PhysX device if desired, see flexInit() for details.Added support for user callbacks, these can be used to implement custom constraints, force fields, etc.Added support for spheres and capsules as collision shapes, renamed flexSetConvexes() to flexSetShapes().Added support for particle rest positions that can be used to filter collisions between particles that touch in their rest pose, see flexSetRestPositions().
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |