New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Stride] Changes the pin types of ColorMap
, ColorIn
(and others) to GPU<RGBA>
#644
Conversation
|
7eb40c1
to
a1a6ecc
Compare
8cd357b
to
8ef599b
Compare
a1a6ecc
to
33f7cf2
Compare
8ef599b
to
79001c8
Compare
#652 should be merged first before continuing work on this one. |
…rawShader` to `GPU<RGBA>` This commit is a breaking change. It probably requires more thought on how it affects other nodes and we need to ensure that conversion nodes from/to Vector4 & RGBA are present. Consider this commit WIP.
79001c8
to
2008364
Compare
|
fixed
done
moved
done (bdc6913)
no, use new Convert (RGBAToVector4) for that
use new Convert (RGBAToVector4) |
|
…rgba # Conflicts: # VL.Stride.Runtime/VL.Stride.Rendering.TextureFX.vl
PR Details
Description
This PR contains breaking changes as it changes the type on well knows nodes like
ColorMap
andColorIn
as well as internal sink nodes likeComposeDrawShader
.There are probably even more places where the type should be changed to
GPU<RGBA>
. We should further ensure that conversion nodes from RGBA and Color4 are present. Note that those nodes will be a no-op on GPU side.Related Issue
#643
Motivation and Context
Once we start add/change shaders to make use of
GPU<RGBA>
pins it's only logical to be able to connect those pins to the obvious candidates such asColorMap
orColorIn
. Also sink nodes composing a pixel shader should express their intent by using this new pin type.Types of changes
Checklist