Jeremy Frank

Results 11 comments of Jeremy Frank

For those who are having this problem, the `use` keyword is no longer working. `plugins` is the correct option. ```js const imagemin = require('imagemin'); const imageminWebp = require('imagemin-webp'); (async ()...

So if I'm understanding you correctly, you want a long-lived buffer on the GPU (one that persists through multiple frames)? If so, the indirect instancing example has this setup, and...

Thanks for the report I just pushed an update today that should bring Shadeup fully up-to-date with UE 5.3 The following should fix both your errors above: In `AdvancedOutputComputeShader.cpp` add...

Thanks for the report and follow-up solution! That include path you added should already be in both the CLI tool and the online example ZIPs. I'm curious, did you use...

Hmm, did you: 1. Restart powershell after installing? 2. Install with the `-g` flag? e.g. (`npm install shadeup -g`) If those two have failed to solve the problem, you can...

There's a section in the Main compute shader c++ file that looks like this: ```cpp BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) /* * Here's where you define one or more of the input parameters...

There's a line in the public compute shader header file that defines this: ```cpp UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", Category = "ComputeShader", WorldContext = "WorldContextObject")) static U...Library_AsyncExecution* ExecuteBaseMaterialComputeShader(UObject* WorldContextObject,...

[The basemat example](https://shadeup.dev/docs/compute/basemat) has a `Position` parameter that you can do a find/replace for in the code: ## 1 It starts out in the ExampleComputeShader.h file on line `101-102`: We...

Thank you so much for the kind words! It really means a lot. Totally agreed re the cpu/gpu split, if you haven't already I'd recommend looking at [taichi.js](https://taichi-js.com/playground/game-of-life), [type GPU](https://docs.swmansion.com/TypeGPU/examples/#example=simulation--fluid-double-buffering),...

That would be a callback function: ```cpp FnameOfTheShader9Interface::Dispatch(Params, [](int OutputVal) { // Do something }); ``` The callback is run when the results are back from the gpu