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Five Rules About HR Meant To Be Broken

The Bink player now displays the alpha plane with a checker-board background so you’ll be able to see it put up-alpha (it assumes non-premultiplied). On the PS3, added GCM library example code – now you may get Bink working with a GCM based mostly game virtually instantly. Added Bink shared library target for GNU/Linux. Fixed an issue where the Bink tools would warn to verify for updates each time you ran them on 64-bit Windows. Switched the Windows 10 universal builds again to commonplace Win32 threads. Switched to pre-compiled shaders on most platforms. We now support all native Unity platforms. Various small Unity fixes. Small changes to the Apple Metal integration to enable Metal GPU compute shaders to be used once the hardware will get fast sufficient (which isn’t now). Switched to new locking primatives on a variety of platforms – ought to be faster and work round nonsense like Linux clock modifications (don’t get me began on absolute lock timeouts).

Switched to the upcoming Telemetry 3 lib. Videos with numerous flat color (cartoons and sprites for example) can be compressed much smaller. Bink audio was already quick and now it’s crazy quick (not that a lot slower than crappy ADPCM). Fixed the little glitch of audio when enjoying 8-bit data on the GameCube. Change the minimal frame dimension calculations for Bink 2 – offers smaller output with videos which have little to no movement. Fixed a refined bug in the QuickTime importer where the first body was typically duplicated. An error is now proven when the audio observe of a locked QuickTime file is opened (relatively than just converting silence). The RAD Video Tools now has constructed-in support for TGA and TIFF alpha planes (beforehand QuickTime was used for alpha enter). Added an choice for the Bink compressor to compress the alpha airplane of the enter file (only Bink SDK users can access the alpha plane at present). You may nonetheless download the outdated Bink 1 3DS SDK if essential. Fixed a crash when utilizing a pixel offset on a nonetheless image that had an alpha airplane.

We proceed to recommend not using software blitters and to use the GPU for color conversion, though. In case you are utilizing 2.4, then you must upgrade to this version. Fixed a dangle that could happen during video playback if you happen to suspended Bink IO, and then ran the buffer all the way in which down to empty without resuming IO. This makes it really easy to load other sport data whereas a Bink is enjoying – you just suspend Bink when the Bink buffer is generally full and resume it when it is mostly empty. Fixed crash when flooding filling a totally empty alpha aircraft. Worked round a bug in Xaudio, where it would crash if there have been no audio devices on the system. Fixed BinkShouldSkip on Bink files that don’t have an audio observe. Fixed a silly bug where Bink videos with out sound would play as fast possible. Fix a bug on some sound codecs where a looping Bink file would play as static every other loop. Fixed a crash when looping brief Bink movies.

Fixed an issue where decompression of a continuing alpha plane with a height divisible by 16 (not 32) could crash. Fixed an export problem with the BinkSetOSFileCallbacks function. See the new BinkSetOSFileCallbacks API. Updated the BinkTextures.h API – it is now fully cross platform suitable and much, much simpler (virtually no platform ifdefs). Removed the historic BinkBuffers 2D API – simply simpler to use SetDIBits straight now-a-days. Added a bunch of digital video filters for use throughout compression and conversion – distinction, smoothing, brightness, clamp to black, gamma correction, and video de-interlacing are all now out there! This is extra suitable in the overall case when we do not know how your threads are laid out – neither thread does any heavy work, so it ought to be unnoticeable anyway. Changed the IO and sound threads to not be locked to any single core. Fixed a bug in the Unreal plugin on PS4 where no sound would play. Fixed a couple of multithreaded PS4 UE4 issues. Moved to PS4 SDK 3.5 (shaders compiled for each GPU modes).