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ShaderBase declares InstanceID-stream as float instead of uint #33

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jwollen opened this issue Oct 2, 2014 · 1 comment
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ShaderBase declares InstanceID-stream as float instead of uint #33

jwollen opened this issue Oct 2, 2014 · 1 comment
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@jwollen
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jwollen commented Oct 2, 2014

... causing shader compilation to fail when used.

On the topic of instancing - do you plan to allow specifying per-instance VertexElements, as that seems to not be possible right now?

@xoofx
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xoofx commented Oct 2, 2014

On the topic of instancing - do you plan to allow specifying per-instance VertexElements, as that seems to not be possible right now?

Yes we plan, but as we haven't develop a sample using this, we haven't verify that the API expose this correctly. We will check this.

@xoofx xoofx added the bug label Oct 2, 2014
@Twelvy Twelvy self-assigned this Oct 2, 2014
@xoofx xoofx added this to the alpha10 milestone Oct 3, 2014
stride-bot pushed a commit that referenced this issue Jan 31, 2017
…ster-1.9

* commit 'd17f8cd44cae64180a64c7193a57392522893b45':
  [Assets.Editor] Unified IsValidName when possible for both DirectoryViewModel and PackageViewModel
  [Design.Tests] Added null test for GetFileNameWithoutExtension
  [Assets] Renamed AssetPath into AssetLocation and used correct method to find asset url in PackageAssetCollection
  [Core.Design] Made UFile behave like default .Net Path in terms of extension exposure, also fixed issues related to dot in asset
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