rohit.gonsalves Posted January 16, 2020 Posted January 16, 2020 I had one statement like this.. Matte += TEXTURE_BIAS_ZERO(TEX_HBLUROUT, UV + (TexelSize * float2(0, Y))).r * Weight; I needed to change this to BlurredMatte += TEXTURE_BIAS_ZERO(TEX_HBLUROUT, UV + mul(TexelSize, float2(0, Y))).r * Weight; To work in the UUSL. Is this expected? Or I was doing something wrong in the first one? Please advise. Rohit
morbid Posted January 17, 2020 Posted January 17, 2020 Hello Rohit, If the TexelSize is float2 — keep "*". If it's float2x2 — use "mul". Thanks. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
rohit.gonsalves Posted February 20, 2020 Author Posted February 20, 2020 Dear Morbid, I have observed one more issue. one of my parameter name was "In_Balance." While setting the parameter value I used m_PSKeyerPass2->setParameterFloat2("InIn_Balance", (float)m_iInputWidth, (float)m_iInputHeight); But everything worked well without any crash and real In_Balance variable had default junk values. It was really hard to detect it. Is there a way to put UUSL to break with such conditions? Rohit
silent Posted February 20, 2020 Posted February 20, 2020 I'm afraid, there is no way to set a breakpoints or something similar. Additional render debugger (like RenderDoc) can help a bit, at least to understand that you have junk values instead of expected ones. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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