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To test: connect a ND_time_float node to the base color of a standard_surface.
Looking at generated code, I see:
float time_out = u_frame / 24.000000;
where I should instead see:
float time_out = u_frame / time_fps;
This means changing the fps value is a topological change that requires recompiling the shader.
Is this per specification (which means there is a missing uniform="true" metadata in the fps input of the time NodeDef), or is it something that should be fixed in HwTimeNode.cpp to use shadergen.emitInput(fpsInput, context, stage); instead of shadergen.emitString(fps, stage);?
The text was updated successfully, but these errors were encountered:
jstone-lucasfilm
changed the title
The HwTimeNode is hardcoding the frame rate in the generated code instead of using the fps uniform
HwTimeNode hardcodes frame rate in generated code instead of using the fps uniform
Jun 28, 2024
To test: connect a
ND_time_float
node to the base color of a standard_surface.Looking at generated code, I see:
where I should instead see:
float time_out = u_frame / time_fps;
This means changing the fps value is a topological change that requires recompiling the shader.
Is this per specification (which means there is a missing
uniform="true"
metadata in the fps input of the time NodeDef), or is it something that should be fixed in HwTimeNode.cpp to useshadergen.emitInput(fpsInput, context, stage);
instead ofshadergen.emitString(fps, stage);
?The text was updated successfully, but these errors were encountered: