everyoneishappy

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Could do, they are mostly missing some dimensional implementations, so would be separate nodes to the main noise implementation. if it makes sense to just do special versions for 2D...

Would be great to have a better way to handle this- the current workarounds are limited and stop the same function being swapped out more then once: https://github.com/TheFuseLab/Fuse/commit/7555dafaf5dcba8ac29f748d79bb996e5dafa712 If the...

Just pinging this to highlight for discussion

https://github.com/vvvv/VL.Stride/blob/preview/gamma-2021.4/packages/VL.Stride.Runtime/src/Rendering/Effects/EffectShaderNodes.Utils.cs#L171 https://github.com/vvvv/VL.Stride/blob/preview/gamma-2021.4/packages/VL.Stride.Runtime/src/Rendering/Effects/EffectShaderNodes.ShaderFX.cs

Demo for this in VL.Fuse\R&D\_Issues\GpuInTwiceBug.vl

For me the demo patch still shows the broken behavior. Are you sure don't have part of the graph cached or something? ![image](https://user-images.githubusercontent.com/2284447/145305073-ddd0c5c9-8762-451a-9952-5b1d5476894b.png)

Just wanted to check if the status of timeline tooling is is still as above?

> It's a little confusing which dimension correlates to which type of movement, e.g. why is there a z translation and a zoom? @StrikeNP I believe zoom & angle are...

Yeah that's a nice idea. Have you cheeked out Dist_Tesselator in the meantime?