Shader Array Confusion

Started by WAS, November 27, 2021, 03:46:35 pm

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WAS

November 27, 2021, 03:46:35 pm Last Edit: November 27, 2021, 03:51:57 pm by WAS
Why isn't the shader array actually at 0,0,0, and why does it offset in Z+ X+ ? This is a bit confusing, and weird guessing it's dimensions or measuring if I can to centre it. Is this by design?

I guess this could be useful for some very specifics placement based on corners, but then you've just got one corner axis available, so doesn't seem complete.

Update: Oh, fun... ? You can't actually translate it. Rows just disappear on X- side.

Kevin Kipper

Hi WAS, just want to make sure you've seen the latest wiki docs for the shader array, as they were recently updated.

https://planetside.co.uk/wiki/index.php?title=Shader_Array

The rows disappearing on the right may be due to them translating outside the Boundry Padding value.

WAS

November 30, 2021, 05:37:33 pm #2 Last Edit: December 01, 2021, 02:39:34 am by WAS
Quote from: Kevin Kipper on November 30, 2021, 04:57:15 pmHi WAS, just want to make sure you've seen the latest wiki docs for the shader array, as they were recently updated.

https://planetside.co.uk/wiki/index.php?title=Shader_Array

The rows disappearing on the right may be due to them translating outside the Boundry Padding value.

I haven't, actually. That looks fantastic. Love the infographics.

I do think you're correct about the boundary, but that just means the boundary is in final position and not translating with the rest of the shader. You can't manually translate it, or warp it too heavily without the boundaries effecting, which may also be needed (the boundary padding). I think this should be resolved.

From what I can tell, there is still only lower-left positioning, leaving you to position the shader and calculate all your rows and sizes. It seems unintuitive considering we all primarily work at 0,0,0 because of the frustrations of working elsewhere.