@Capehill Btw, is options for the bufferA/B/C/D such as linear, mipmap,clamptoedge, etc working? I mean they working surely for pure textures, but did they work for buffers? Why I ask, it because I tried some simple one which has a small BufferA shader and mainimage one: https://www.shadertoy.com/view/4dcGDS , and it renders a bit different of what expected (see not circle-dots in our version, but that again, can be a Nova issue of course)
Or for example that one: https://www.shadertoy.com/view/MdcGWS , also works, small, but renders a bit different , with no dots. Maybe Nova has bugs when dot() is used?
ps. is the next step is support for sound/music ?:)
Texture filtering is not supported properly yet for buffers.
Audio support would certainly be fun. I haven't checked any of those audio shaders yet so I don't know what dynamic range they are using for the sound (0.0...1.0 or full float range).
Audio support would certainly be fun. I haven't checked any of those audio shaders yet so I don't know what dynamic range they are using for the sound (0.0...1.0 or full float range).
As I understand there few kinds of sound shaders: one which almost not used in shadertoy shaders is GPU sounds ones, and ones which instead often used (probably 99% of all shadertoy shaders with sound) are just external tracks. But that also can be in 2 ways: 1). they use inbuild sounds for shadertoy (probably they placed in the repo) and 2). sound cloud with tracks.
So far I didn't get where the links to sounds placed. If press on the preference button of ichanel where sound placed, it brings the usual filter's settings.
There is list of sound shaders I found which are small enough and which mostly works on the latest beta of nova, which probably will be good for tests:
But for us IMHO enough to just have support for local sounds. All that work to support streaming via a network from a particular site which may die soon or later not worth of time (IMHO, of course). Can be good to support that too, but local ones can be enough too (in end, we can download music from sound cloud and use it locally).
See, when it works, we see at the top-right, and at bottom-left like some areas overwrite the previous buffer. That one so small that will be IMHO very good tests.
Or for example that one (also bufferA + mainimage only): https://www.shadertoy.com/view/ltfXDN, also small, and you can see at the bottom of the rendering we have like the top of buffer renders a bit at the bottom.
It uses all 4 buffers, 2 of them use per 3 textures, and 2 of them use other buffers. So pretty good stress test. So far all compile fine, but I can't make it to work as expected, even if I mimic everything like on shadertoy.
- Improve AppWindow feature: load file into currently active page. - Improve Channel window by moving input selection above other gadgets. - Disable texture file selection gadget when Buffer is chosen. - Display message box when Buffer compilation fails. - Compile all programs (Image + Buffers) when compile button is clicked. - Sync shader code from GUI when compile button is clicked. - Remove Buffer references in channels when some buffer tab is closed. - Implement different logging levels. (Not used widely yet.) - Improve debug logging, especially related to OpenGL resources. - Fix a bug (of the year) that prevented Buffer channel configuration. - Add one more rendering pass: render Image to an FBO. - Use the latest rendered buffer instead of generating new frames in pause mode. - Clear FBO textures on window resize.
Ps. Shaderjoy in numbers:
~ 7300 lines of C++(14ish) ~ 400 git commits - 17 releases - 269 downloads on OS4Depot. Actual number should be bigger because OS4Depot doesn't have all versions.
- Disable texture file selection gadget when Buffer is chosen.
Is it mean that you disable texture selection for buffers, or it just something different ? Because buffers tend to use textures of course :)
Overall i am with Daniel : it's just masterpiece!
PS. we need something like .shdrjoy file format decribing what shaders/textures/etc use , as sometime it just hardcore to load manually all 4 buffers, with textures, and which use one or other buffer reverted :)
After shit storm about silence from all the parties, there was a beta release on Enhancer with a newer beta of Warp3DNova, and from the very first test, that version is of _VERY_ good progress in terms of register allocation limits. From brief tests, I can say, that probably of all non-working because of not enough SGPR/VGPRS shaders, 80% of them work.
After shit storm about silence from all the parties, there were beta release on Enhancer with a newer beta of Warp3DNova
Absolutely not related. Your posts in public on the forums have nothing to with my release schedule and will certainly not influence it, sorry. The work that Hans has been doing is a collaboration of our monthly development meetings and were planned out some time ago to match our commercial objectives.
I am a bit corrected myself : its more than 90% works. Probabaly almost all previous failed shader because of SGPRs/VGPRs limitation works, some may fail still, but most i tried currently works in terms of SGPRs/VGPRs limits. Just can fail because of other errors like unsupported instructions and stuff, but SGPRs/VGPRs limits optimized now pretty well.
After shit storm about silence from all the parties, there were beta release on Enhancer with a newer beta of Warp3DNova
Absolutely not related. Your posts in public on the forums have nothing to with my release schedule and will certainly not influence it, sorry.
Absolutely not true either. kas1e is the not the sole poster on that thread and is certainly not the only one who expressed his anger. We won't let him stand in the wind all by himself, you can be sure that there is a great deal of people behind him, not that expressive, not that active, but still supporting.