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When using a swizzle node inside a nodegraph it appears that editing the channels input via the interfacename attribute convention doesn't work.
I've only tested this in the Metal shader generator, but if I'm understanding the code I think it would affect all shader generators. It appears that the Swizzle shader generator node is directly querying the channels input parameter value at shader code generation time (source code), and only querying this directly from the node that's being generated, ignoring any upstream edits that might affect the node.
Notice here we get the image we would expect if channels is rrr which is the default specified inside the node definition, that should be being over written by the input specified on the test_nodegraph node.
I would expect it to generate the same image as this file
When using a
swizzle
node inside a nodegraph it appears that editing thechannels
input via theinterfacename
attribute convention doesn't work.I've only tested this in the Metal shader generator, but if I'm understanding the code I think it would affect all shader generators. It appears that the Swizzle shader generator node is directly querying the
channels
input parameter value at shader code generation time (source code), and only querying this directly from the node that's being generated, ignoring any upstream edits that might affect the node.The file below demonstrates the problem
Notice here we get the image we would expect if
channels
isrrr
which is the default specified inside the node definition, that should be being over written by the input specified on thetest_nodegraph
node.I would expect it to generate the same image as this file
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