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Under review
Bug in UV Rotator : CPU rendered previews act differently than GPU code
- Create a UVRotate node. Plug in the UVs, plug in a vector2 with .5, .5 for pivot, plug in a float (45) for angle, plug in a float (0) for speed.
- change the angle property. Notice the result of the angle change in the node previews. Notice that the version compiled for the GPU does not change.
- Disconnect the speed value (0) and notice that now the GPU/CPU work as expected.
(Another reason preview's should be rendered on the GPU - even if the code is exactly the same between c# and hlsl, the behavior is not).
- change the angle property. Notice the result of the angle change in the node previews. Notice that the version compiled for the GPU does not change.
- Disconnect the speed value (0) and notice that now the GPU/CPU work as expected.
(Another reason preview's should be rendered on the GPU - even if the code is exactly the same between c# and hlsl, the behavior is not).
0
Under review
Freya Holmér (Developer) fa 10 anys
Yeah, GPU node previews are planned, so this probably won't be fixed until that is implemented :)
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