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UUSL Question...


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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

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  • 1 month later...

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

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