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While trying to understand the algorithm, I noticed on line 10 the multi_compile statement and the following defines: TILESIZE_10, TILESIZE_20, TILESIZE_40.
But when they are used they are spelled differently (line 72 and onwards): TILE_SIZE_10, TILE_SIZE_20, TILE_SIZE_40. Note the underscores between 'TILE' and 'SIZE'.
Does that mean you always use a tile size of 1 on those shaders? Is that what shipped with the game?
** BEGIN EDIT **
I ask this because on file VelocityBuffer.cs, line 37, neighborMaxSupport is initialized like this:
public NeighborMaxSupport neighborMaxSupport = NeighborMaxSupport.TileSize20;
So apparently it was supposed to be TILESIZE_20 by default?
** END EDIT **
** EDIT ** Apparently this pass is not even being used because of 'neighborMaxGen' being 'false', so maybe this issue is not important
Best regards,
Daniel
The text was updated successfully, but these errors were encountered:
Hi,
EDIT: On file VelocityBuffer.shader
While trying to understand the algorithm, I noticed on line 10 the multi_compile statement and the following defines: TILESIZE_10, TILESIZE_20, TILESIZE_40.
But when they are used they are spelled differently (line 72 and onwards): TILE_SIZE_10, TILE_SIZE_20, TILE_SIZE_40. Note the underscores between 'TILE' and 'SIZE'.
Does that mean you always use a tile size of 1 on those shaders? Is that what shipped with the game?
** BEGIN EDIT **
I ask this because on file VelocityBuffer.cs, line 37, neighborMaxSupport is initialized like this:
public NeighborMaxSupport neighborMaxSupport = NeighborMaxSupport.TileSize20;
So apparently it was supposed to be TILESIZE_20 by default?
** END EDIT **
** EDIT ** Apparently this pass is not even being used because of 'neighborMaxGen' being 'false', so maybe this issue is not important
Best regards,
Daniel
The text was updated successfully, but these errors were encountered: