GregSlazinski

Results 22 issues of GregSlazinski

When compressing this sound: [sound.zip](https://github.com/xiph/opus/files/7811955/sound.zip) which is quiet at the end, it gets noise after being converted to OPUS. WAV ends exactly at 0, but generated OPUS goes below. I've...

I'm getting unresolved external symbols when compiling in following cases: CreateFileA CreateFileW from here: https://github.com/xiph/flac/blob/master/src/libFLAC/windows_unicode_filenames.c when compiling on Windows Universal Platform (UWP does not have CreateFileA CreateFileW, it only has...

https://github.com/NVIDIAGameWorks/Falcor/blob/master/Framework/Source/Utils/Platform/Windows/Windows.cpp#L279 ``` case SCALE_175_PERCENT: return 1.70f; case SCALE_500_PERCENT: return 4.60f; ```

Hello, One of users in my engine is getting crashes happening in PhysX version 4.1.1.27006925 Sc::Scene::unregisterInteractions ![callstack](https://user-images.githubusercontent.com/7143443/135742654-541b3ca4-11d1-4e7a-90f2-ee75cdc9d78e.PNG) I've seen some other programmer had similar crashes related to 'unregisterInteractions' https://forums.developer.nvidia.com/t/gym-simulate-hanging-on-pthread-cond-wait-in-physx-wait-unsigned-int/169149/4 Do...

https://github.com/NVIDIAGameWorks/PhysX-3.4/blob/c7a921796332e8fcd51f3e05c1a318a41282e1e2/PhysX_3.4/Source/PhysX/src/device/windows/PhysXIndicatorWindows.cpp#L41 When I set Visual Studio 2017 - Windows XP (v141_xp) platform toolset or Visual Studio 2015 - Windows XP (v140_xp) Then this compiles with error, because the header is...

In the source code: https://github.com/NVIDIAGameWorks/PhysX-3.4/blob/master/PhysX_3.4/Source/LowLevelDynamics/src/DyBodyCoreIntegrator.h#L71 I can see the damping formula, However based on information I've found in the Bullet engine, it looks like that formula will produce different results...

I'm using my own compilation toolchain, because the included one IMO is overly complicated (requires cygwin,..) whereas my solution just requires NDK installed + running one BAT file. However in...

https://github.com/richgel999/lzham_codec/issues/6 This issue is still happening, because the main branch source wasn't updated. I can confirm that with latest Xcode: https://github.com/richgel999/lzham_codec/blob/master/lzhamdecomp/lzham_traits.h#L70 #if defined(__APPLE__) || defined(__NetBSD__) #define LZHAM_IS_POD(T) std::__is_pod::__value #else #define...

https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/blob/master/src/DX12/shaders/Tonemappers.hlsl#L75 https://github.com/GPUOpen-LibrariesAndSDKs/Cauldron/blob/master/src/DX12/shaders/Tonemappers.hlsl#L77 There are 2 abs, which I believe are useless since ratio should always be in 0..1 as long as colors are >=0

I'm porting the code to use in regular C++, so it can be compiled on other platforms without ISPC compiler. And I've noticed that ASTC compression always fails if programCount==1...