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#Actualcollie

Posted 08 February 2013 - 03:52 PM

Well done; you were right I *wasn't* using...

float2 textureCoordinates  : TEXCOORD0;

...within the vertex shader.
I did a quick hack and added it to another existing value, recompiled and it magically appeared.
As I was only using the .x part of the float2 it appeared as...

textureCoordinates    x = 5.000000000, y = NaN    float2

So 'NaN's basically could mean a variable is unused. 

 

Also interestingly...

float bitWidth             : TEXCOORD2;

...turned out to have a value of...

bitWidth    00.000000000    float

...because though it *was* being used within the vertex shader it was within a 'if' that wouldn't be entered.
Another quick bodge to allow the entering of the 'if' showed the value as...

bitWidth    33.000000000    float

So a 0.000000000 value could/may mean that though a variable is being used within the vertex shader it may not be called (so you won't see the true value).

I wonder if this behaviour is written down anywhere as I can't remember reading this or seeing it before?

Many thanks for your help Polarist; have a good weekend.

 

Regards
Cole


#2collie

Posted 08 February 2013 - 03:52 PM

Well done; you were right I *wasn't* using...

float2 textureCoordinates  : TEXCOORD0;

...within the vertex shader.

I did a quick hack and added it to another existing value, recompiled and it magically appeared.
As I was only using the .x part of the float2 it appeared as...

textureCoordinates    x = 5.000000000, y = NaN    float2

So 'NaN's basically could mean a variable is unused. 

 

Also interestingly...

float bitWidth             : TEXCOORD2;

...turned out to have a value of...

bitWidth    00.000000000    float

...because though it *was* being used within the vertex shader it was within a 'if' that wouldn't be entered.
Another quick bodge to allow the entering of the 'if' showed the value as...

bitWidth    33.000000000    float

So a 0.000000000 value could/may mean that though a variable is being used within the vertex shader it may not be called (so you won't see the true value).

I wonder if this behaviour is written down anywhere as I can't remember reading this or seeing it before?

Many thanks for your help Polarist; have a good weekend.

 

Regards
Cole


#1collie

Posted 08 February 2013 - 03:51 PM

Well done; you were right I *wasn't* using...

float2 textureCoordinates  : TEXCOORD0;

...within the vertex shader.

I did a quick hack and added it to another existing value, recompiled and it magically appeared.
As I was only using the .x part of the float2 it appeared as...

textureCoordinates    x = 5.000000000, y = NaN    float2

So 'NaNs' basically mean a variable is unused. 

 

Also interestingly...

float bitWidth             : TEXCOORD2;

...turned out to have a value of...

bitWidth    00.000000000    float

...because though it *was* being used within the vertex shader it was within a 'if' that wouldn't be entered.
Another quick bodge to allow the entering of the 'if' showed the value as...

bitWidth    33.000000000    float

So a 0.000000000 value could/may mean that though a variable is being used within the vertex shader it may not be called (so you won't see the true value).

I wonder if this behaviour is written down anywhere as I can't remember reading this or seeing it before?

Many thanks for your help Polarist; have a good weekend.

 

Regards
Cole


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