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Switched to Windows Media Foundation to read h264 recordsdata, AVI information, WMV files, etc. This is more strong that QuickTime, and it can read extra recordsdata than the DirectShow or AVIFile APIs. Fixed a bug on PS3 and PSP where file IO errors weren’t being detected correctly, main to a crash on media eject – updating is required. Fixed a bug when compressing HDR videos where brilliant colors could clip. Added HDR pixel shaders to OpenGL and Metal platforms. Added some UE4 texture clears in the Bink plugin code in the event you attempt to draw before the first video body is decoded. The Bink converter can open the output file utilizing the Windows file association. This included utilizing Google search by a generic entry level (non-person defined), setting search language to native language of respective country, following actual order of insertion of search terms and adjusting search settings in Google search to display results by respective local geographical areas. Switched to new generic sorts file: egttypes.h (from radtypes.h). Added a new generic x86 construct – it can run on any 32-bit x86 platform (Linux, MacOS, smartphones or no matter).
Bunch of platform fixes for UE4 Bink. Desktop Bink participant now sets new HDR output flags for the swap chain (provides desktop HDR on Windows 10 Creator’s Update). Added new HDR pixel shader option to directly render ST2084 PQ. Fixed a bug when mixing audio into a Bink HDR movie. You’ll be able to now straight compress video and wave files with 5.1 or 7.1 audio tracks – as an alternative of constructing a number of audio stem files, you’ll be able to immediately compress multi-channel files proper into Bink recordsdata. Can analyze a number of files at as soon as as well. Fixed a bug with the batch window popping up multiple times when batching many commands. Worked round a Mono for Android bug where it would bind calls to BinkPluginOpen to BinkPluginOpenW, after which fail to switch the string to UTF16. Worked around one more code-gen bug on the Xbox 360 (which led to noisy audio). Worked round some problems with the Bink Unity participant on XboxOne. Encoder is twice as fast as 2.1. It is now nearly 3 instances quicker than Bink 1, and will encode 720p at 60 fps with sixteen cores. Videos with out sound will now only catch up to a maximum of 4 frames (before resyncing).
Fixed a crash when enjoying a movie directly from reminiscence that had no sound. Fixed a reminiscence freeing problem in the UE4 shim on PS4. UE4 plugin updates to handle proper SRGB output on Direct3D 12 platforms. This lets the D3D render a frame ahead on full frame updates. Essentially full velocity has been reached at 12 inches down the bore, and only about 5 psi of the forty psi in the chamber have been applied to the ball in the one hundred fifty milliseconds it took to get that far. When compressing in 64-bit, Bink thunks down to a 32-bit process to import from Quicktime and DirectShow. 64-bit versions of the Bink converter and file info utilities. Use Bink2c64.exe instead of Bink2c.exe to call the Bink 64-bit compressor from a script. Free render target views on Vulkan in the Bink plugin when they haven’t been used for a frame. Vulkan assist! Bink now does Vulkan drawing on Windows, Linux, Android and Stadia. The majority of information detected relates to the question of typologies of army intervention (ie, theme ‘D-how army help was included into nationwide disaster response’).
Compared with other countries, the Italian authorities had been essentially the most communicative about military well being role in supporting government response. Civil-army relations: a review of main guidelines and their relevance during public health emergencies. Added Bink 2.0 help (really old Bink2) to the WinRT DLLs. Fixed an issue on UWP when utilizing D3D12 (apparently they don’t suppose developers ought to loadlib system DLLs anymore, sigh). Fixed a problem where a relentless alpha airplane might be cleared incorrectly. Fixed a crash when utilizing an offset to crop a series of single images that had alpha. Correctly parse a series of image information when the numbered sequence doesn’t have leading zeros (file1 to file1000, for example). Rewrote much of TinyEXR and added threading – studying a sequence of EXR files is nearly 8x quicker. Added optional SRGB publish conversion in the Bink shaders so you may go to UNORM or SRGB render targets. Updated the Bink for UE4 set up docs.