rohit.gonsalves Posted January 16, 2020 Share 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 Link to comment
morbid Posted January 17, 2020 Share 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 Link to comment
rohit.gonsalves Posted February 20, 2020 Author Share 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 Link to comment
silent Posted February 20, 2020 Share 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 Link to comment
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