Ah, I see what happened. I had
Int In => Power => 1/x.
The result of an Integer negative exponent is rounded to zero as the result of Power is cast to Int. Then the 1/x gives inf.
Working as designed.
David
Search found 14 matches
- Tue Aug 26, 2025 21:13
- Forum: Problems? Bugs? Solutions!
- Topic: Power node cannot handle negative exponent
- Replies: 2
- Views: 1314
- Sun Aug 24, 2025 22:27
- Forum: Problems? Bugs? Solutions!
- Topic: Power node cannot handle negative exponent
- Replies: 2
- Views: 1314
Power node cannot handle negative exponent
in Wire, the Power node returns inf when given a negative exponent.
Negative exponents are a thing. 2 ^ (-1) = 1/2
please fix
Negative exponents are a thing. 2 ^ (-1) = 1/2
please fix
- Tue Jun 24, 2025 06:33
- Forum: Wire Wire, Pants on Fire!
- Topic: Render Passes
- Replies: 4
- Views: 106102
Re: Render Passes
I was having trouble, running into a bug where subsequent passes could not read from the target of pass 0. Making target 0 "PERSISTENT": true fixed that problem. more investigations to come...
- Tue Jun 24, 2025 02:10
- Forum: Wire Wire, Pants on Fire!
- Topic: Render Passes
- Replies: 4
- Views: 106102
Re: Render Passes
$WIDTH is always (for every pass) the width of the input texture so we have to use $WIDTH/2 and $WIDTH/4 to do the subsequent downsampling.
- Mon Jun 16, 2025 18:07
- Forum: Problems? Bugs? Solutions!
- Topic: persistent buffers not 32-bit
- Replies: 3
- Views: 16658
Re: persistent buffers not 32-bit
This would be great to get fixed.
Because of https://resolume.com/forum/viewtopic.php?p=103010 I do not have a workaround. This second problem makes it impossible to use more than one persistent buffer in multiple passes. I found a nice trick for saving high precision floats in a four component ...
Because of https://resolume.com/forum/viewtopic.php?p=103010 I do not have a workaround. This second problem makes it impossible to use more than one persistent buffer in multiple passes. I found a nice trick for saving high precision floats in a four component ...
- Sun Jun 01, 2025 21:15
- Forum: Problems? Bugs? Solutions!
- Topic: persistent buffers not 32-bit
- Replies: 3
- Views: 16658
persistent buffers not 32-bit
when buffers are marked PERSISTENT, they no longer respect the FLOAT designation, that is, they become 8-bit per component buffers even when FLOAT: true is specified.
In this patch normalized fragment coordinates are stored in a buffer. If they are stored at 32-bit floats, there is sufficient ...
In this patch normalized fragment coordinates are stored in a buffer. If they are stored at 32-bit floats, there is sufficient ...
- Sat May 31, 2025 20:44
- Forum: Wire Wire, Pants on Fire!
- Topic: Render Passes
- Replies: 4
- Views: 106102
Re: Render Passes
has anyone succeeded in reading multiple buffers in different passes? I don't believe it works.
- Sat May 31, 2025 20:38
- Forum: Problems? Bugs? Solutions!
- Topic: multipass reads wrong buffer
- Replies: 0
- Views: 21590
multipass reads wrong buffer
multipass buffer access seems broken
after initializing contents of two buffers, first pass can read first buffer, but second pass gets pixels from the first buffer, not the second as expected.
/*{
"CREDIT": "dtristram",
"DESCRIPTION": "illustrates bug in multipass support, note image 1 ...
after initializing contents of two buffers, first pass can read first buffer, but second pass gets pixels from the first buffer, not the second as expected.
/*{
"CREDIT": "dtristram",
"DESCRIPTION": "illustrates bug in multipass support, note image 1 ...
- Thu May 29, 2025 06:13
- Forum: Problems? Bugs? Solutions!
- Topic: testing FRAMEINDEX result not as expected
- Replies: 1
- Views: 3297
Re: testing FRAMEINDEX result not as expected
I think what is happening is I am rerunning my shader in the same Wire session, and FRAMEINDEX is just starting off at some big number.
- Thu May 29, 2025 06:10
- Forum: Problems? Bugs? Solutions!
- Topic: testing FRAMEINDEX result not as expected
- Replies: 1
- Views: 3297
testing FRAMEINDEX result not as expected
I'm having a little trouble using FRAMEINDEX in an isf shader.
If I test the value like
if (FRAMEINDEX < 10) { ...
then I do not enter this code unless I test against a huge number like 10000000.
but code like this gives expected result though:
vec4 color = vec4( fract( FRAMEINDEX / 1000 ...
If I test the value like
if (FRAMEINDEX < 10) { ...
then I do not enter this code unless I test against a huge number like 10000000.
but code like this gives expected result though:
vec4 color = vec4( fract( FRAMEINDEX / 1000 ...