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3 Rules About HR Meant To Be Broken

The Bink participant now shows the alpha airplane with a checker-board background so you may see it post-alpha (it assumes non-premultiplied). On the PS3, added GCM library example code – now you can get Bink working with a GCM based mostly recreation nearly instantly. Added Bink shared library target for GNU/Linux. Fixed a problem where the Bink tools would warn to examine for updates every time you ran them on 64-bit Windows. Switched the Windows 10 common builds again to customary Win32 threads. Switched to pre-compiled shaders on most platforms. We now help all native Unity platforms. Various small Unity fixes. Small changes to the Apple Metal integration to allow Metal GPU compute shaders to be used once the hardware will get fast sufficient (which is not now). Switched to new locking primatives on various platforms – ought to be quicker and work around nonsense like Linux clock adjustments (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 fast and now it’s crazy fast (not that a lot slower than crappy ADPCM). Fixed the little glitch of audio when playing 8-bit data on the GameCube. Change the minimal body dimension calculations for Bink 2 – provides smaller output with videos that have little to no movement. Fixed a subtle bug in the QuickTime importer where the first frame was typically duplicated. An error is now proven when the audio track of a locked QuickTime file is opened (rather than just changing silence). The RAD Video Tools now has constructed-in help 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 (solely Bink SDK users can entry the alpha airplane presently). You possibly can nonetheless download the old Bink 1 3DS SDK if mandatory. Fixed a crash when using a pixel offset on a still image that had an alpha plane.

We proceed to recommend not utilizing software program blitters and to use the GPU for color conversion, though. In case you are utilizing 2.4, then you must improve to this version. Fixed a dangle that could occur throughout video playback in case you suspended Bink IO, after which ran the buffer all the way down to empty without resuming IO. This makes it very easy to load other game data whereas a Bink is taking part in – you just suspend Bink when the Bink buffer is usually full and resume it when it is generally empty. Fixed crash when flooding filling a very empty alpha airplane. Worked around a bug in Xaudio, where it would crash if there were no audio devices on the system. Fixed BinkShouldSkip on Bink files that do not have an audio track. Fixed a silly bug where Bink videos without sound would play as fast attainable. Fix a bug on some sound codecs where a looping Bink file would play as static each other loop. Fixed a crash when looping brief Bink films.

Fixed an issue where decompression of a relentless alpha plane with a height divisible by sixteen (not 32) may crash. Fixed an export downside with the BinkSetOSFileCallbacks operate. See the new BinkSetOSFileCallbacks API. Updated the BinkTextures.h API – it is now utterly cross platform compatible and far, much simpler (nearly no platform ifdefs). Removed the historical BinkBuffers 2D API – simply simpler to use SetDIBits instantly now-a-days. Added a bunch of digital video filters for use during compression and conversion – contrast, smoothing, brightness, clamp to black, gamma correction, and video de-interlacing are all now available! That is more suitable in the general case when we don’t know how your threads are laid out – neither thread does any heavy work, so it should 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 just a few multithreaded PS4 UE4 issues. Moved to PS4 SDK 3.5 (shaders compiled for both GPU modes).