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flex 1.2 #6
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Hello there, |
hey ben, thanks for coming back to me. I have tinkered quite a lot with your repo and did get sharing buffers on gpu to work in general- I had to add a second constructor for your Flex class, which accepts a pointer to the context of my app's renderer (I'm using vvvv), so I could create a dx11 buffer on that context, which I then registered with flex using NvFlexRegisterD3DBuffer....I did get back the particle positions, but I didn't try any further, as the original poster in the link above is the guy who has written the vvvv renderer I'm working with- if he didn't succeed, I surely won't. Also, as I found out now, the changelog for 1.2 states "Add support for device NvFlexBuffers on D3D" http://physxinfo.com/news/12866/nvidia-flex-1-2-0-is-released/ - so I assume they are just not fully supported before.... Anyways, in the meantime I've made all the necessary changes to your code to support version 1.2, no implementation of new features, only a port of the existing code; it compiles fine, however, for some reason vvvv doesn't find the new NvFlex....dlls. Not sure what's going on, but I think/hope it's unrelated to the actual code- if you find time you can see if it works for you: here's the minimal changes which would need to be reflected in grasshopper nodes: Parameters: plasticThreshold and plasticCreep; 2 more inputs for internal changes:
I have tried to mark all my changes to the original code with //dw best |
I forgot one more change, I have replaced GetRigidTransforms with GetRigids- it can now give back new rest positions/normals due to plastic deformations, also some other stuff which I believe is not necessary (offset, indices, stiffness, threhold, creep)....best |
hey, great project and very readable code, thanks for sharing!
I'm wondering if there are any plans on supporting the newest flex version (1.2)? I'm trying to share the resulting buffers on the gpu without reading it to the cpu, but I've found that others had problems doing so with 1.1, eg here: https://devtalk.nvidia.com/default/topic/1002238/physx-and-physics-modeling/-flex-direct3d11-get-set-buffer-issues/
Also I wonder if there is a specific reason why this is 64bit only, apart from performance issues?
thank you
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