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Shader sampler border setting override

Please report bugs in this group. We will maybe populate a list of known bugs with a possibly modified description at a later time.

Moderator: Support

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User avatar
lerou
Posts: 345
Joined: 06 Sep 2013, 07:14
Location: Hamburg, Germany

Shader sampler border setting override

Post by lerou » 23 Nov 2014, 20:03

Hi,

this is a tricky one. In a nutshell, some settings performed in shader A override settings for shader B. This is Ventuz 4.05.02.

Take a look at the image:

Shader A sets the sampler settings hardcoded:

Code: Select all

sampler TexSampler : register(s[0]) = sampler_state
{
  AddressU = Border;
  AddressV = Border;
  Filter = Linear;
};
Shader B is in a parallel part of the tree. In the texture node (not in the shader itself!) the settings are:
  • Mag/Min: Point
  • U/V/W-Filter: Wrap
However the settings from Shader A override those done in the node in front of Shader B. Permanently! That means even after deleting the Shader Node A the effect remains. You'd have to save, close and reload in order for those overrides to disappear.

This goes even further:
  • Close all scenes
  • Open Scene bug_002 -> it looks as expected
  • Open bug_001 (make sure you haven't saved any changes there before)
  • Switch back to the still open bug_002 -> the settings here are overriden
greetings,
rou
Attachments
shader_bug_001.jpg
the tree with both shaders
shader_bug_001.jpg (4.95 KiB) Viewed 2691 times
wrong.png
this is how the render output looks after the values are overriden
correct.png
this is how the render output should look like

User avatar
lerou
Posts: 345
Joined: 06 Sep 2013, 07:14
Location: Hamburg, Germany

Re: Shader sampler border setting override

Post by lerou » 23 Nov 2014, 20:04

here are the scenes.

greetings,
rou
Attachments
bug_002.vza
(23.68 KiB) Downloaded 299 times
bug_001.vza
(23.92 KiB) Downloaded 276 times

User avatar
Karol
Posts: 640
Joined: 10 Jan 2012, 12:07

Re: Shader sampler border setting override

Post by Karol » 25 Nov 2014, 10:39

I opened a Bug ticket for this.

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