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I pass multiple float values in the shader using the following method:
float outPoints[24]; MTIDataBuffer *buffer = [[MTIDataBuffer alloc] initWithBytes:outPoints length:sizeof(float) * 24 options:MTLResourceCPUCacheModeDefaultCache]; return [self.class.kernel applyToInputImages:@[self.inputImage, result] parameters:@{ @"points": buffer } outputTextureDimensions:self.inputImage.dimensions outputPixelFormat:self.outputPixelFormat];
However, when the outPoints value changes, the buffer is also regenerated, but the shader value doesn't seem to change because I get the same result.
outPoints
I would like to know how to solve the problem of not passing the outPoints correctly, thanks.
The text was updated successfully, but these errors were encountered:
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I pass multiple float values in the shader using the following method:
However, when the
outPoints
value changes, the buffer is also regenerated, but the shader value doesn't seem to change because I get the same result.I would like to know how to solve the problem of not passing the
outPoints
correctly, thanks.The text was updated successfully, but these errors were encountered: