![]() Worked around a bug in the Durango GDK shader compiler on the GPU-assisted path.ĭynamically link to waveout, since it is so rarely used now-a-days. Rewrote much of TinyEXR and added threading - reading a sequence of EXR files is almost 8x faster.Ĭheck for re-entrancy in the plugin shim to watch for complicated Unity usage mistakes.įix a bug where the plugin shim might not draw the final frame of a non-looping texture.įixed a bug when decoding a 32-bit QuickTime file that has a non-divisible by 4 width.įixed some UE4 build issues for XboxOne when *not* using the GDK.įixed a bug in the PS4 GPU-assisted path that was triggered by new shader compiler versions.įixed a bug in the Scarlett GPU-assisted path. The Bink converter can open the output file using the Windows file association.ĭo our best to play multichannel audio on stereo output systems in a reasonable way.įixed a bug when making a list file with thousands of files selected at once.Ĭorrectly parse a series of image files when the numbered sequence doesn't have leading zeros (file1 to file1000, for example). Both the Bink compressor and mixer support this. ![]() You can now directly compress video and wave files with 5.1 or 7.1 audio tracks - instead of making multiple audio stem files, you can directly compress multi-channel files right into Bink files. Retired the old DirectShow and AVIFile importers. Since these decoders are also 64-bit, reading is much faster too. This is more robust that QuickTime, and it can read more files than the DirectShow or AVIFile APIs. Switched to Windows Media Foundation to read h264 files, AVI files, WMV files, etc.
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