Flex sdk 4.0 code#
Simply remove the corresponding setup code from your application. PxTolerancesScale::mass got removed because it was not used anymore internally.To select the previous default broadphase, use PxBroadPhaseType::eSAP explicitly in PxSceneDesc. PxBroadPhaseType::eABP is now the default broadphase, which might affect the performance of your application when upgrading.PxGetGaussMapVertexLimitForPlatform has been replaced with PxCookingParams::gaussMapLimit.Please use PxSceneQueryUpdateMode::eBUILD_ENABLED_COMMIT_DISABLED instead. The PxSceneFlag::eSUPPRESS_EAGER_SCENE_QUERY_REFIT has been replaced by PxSceneQueryUpdateMode::enum.Switching a kinematic object to dynamic re-inserts the object into the broadphase, producing PxPairFlag::eNOTIFY_TOUCH_FOUND events instead of PxPairFlag::eNOTIFY_TOUCH_PERSISTS events.Explicit calls to PxRigidDynamic::wakeUp() are now needed. Switching a kinematic object to dynamic does not automatically wake up the object anymore.The distance was always computed with or without the flag. The PxHitFlag::eDISTANCE flag has been removed.It was not implemented and had no effect. The PxSceneDesc::maxNbObjectsPerRegion has been removed.The PxVisualizationParameter::eDEPRECATED_BODY_JOINT_GROUPS parameter has been removed.Please use PxRigidActorExt::createExclusiveShape() instead. The PxRigidActor::createShape() function has been removed.Please use the active actors feature instead. The active transforms feature (PxActiveTransform, PxScene::getActiveTransforms, PxSceneFlag::eENABLE_ACTIVETRANSFORMS) has been removed from PhysX version 4.Instead of camel-casing, source and include directories are now named in all-lower-case. The naming convention for directories has changed in the PhysX SDK 4.0. The compiler was switched from GCC to Clang. The Linux build has been changed to produce static opposed to shared libraries. If the application needs to use the old naming scheme, please refer to the documentation of PxDelayLoadHook and PxGpuLoadHook. The new PhysX SDK 4.0 build produces libs and binaries with different output paths and names compared to PhysX SDK 3.4. The script accepts a preset either from prompt or as a command line parameter and generates the corresponding build configuration files in physx/compiler/. In order to build the PhysX SDK, Snippets and Samples (Windows only) the generate_projects script in the physx/ directory of the PhysX distribution needs to be run. The build configuration files are now exclusively generated with CMake, which needs to be pre-installed along with Python. Microsoft Visual Studio project and solutions or makefiles).
Flex sdk 4.0 skin#
Since the whole point of converting was to take advantage of this new layout I just made note of all the attributes I removed and categorized them into skin classes I would need.Īnd now I am currently in the processes of learning skins … although my golf game is pretty rusty.PhysX is now distributed without pre-built build configuration files (e.g. Which makes it useless as a transition tool, and only served the purpose of convincing myself that I could in fact convert this application.Ĥ) Luckily when I removed the compatibility option all the compiler complained about where attributes that had been abstracted to the spark skin layer.
Flex sdk 4.0 update#
Explicitly name the font renderer in the ant task, compile in compatibility mode 3.0, update namespaces and try again.ģ) Now when I tried to add a new spark components it complains about being compiled in compatibility mode. Now it’s complaining about fonts and halo themes and all other sorts of issues. Of course this doesn’t work, there were some api changes that required updating of the original code.Ģ) Try compile again. Note I use ant tasks for building this flex project (contains java) but similar functions could be accomplished with IDE admin window.ġ) Point ant to new Flex SDK 4.0, hold-breath and compile.
Flex sdk 4.0 upgrade#
I wanted to put to words a general way for going about the upgrade process that I haven’t seen out on the web. Looking forward to getting our code base converted. This concept will hopefully allow us to change many of our sub-components into one. Digging around I found this great article on why the move to 4.0 enhances your ability to code following a MVC methodology: Needless to say our app did not compile on the first try with no code changes, that would be too easy. We have an application that requires upgrading from 3.5 to flex 4.0 SDK.