News
Scenome 22.14 — 4/10/2022
Release details are described below.
- Scenome Platform. New node presentation icons for <TextureBufferReadNode> and <ShaderBufferReadNode> Now you can now very easily tell when these nodes are enabled/disabled.
- Scenome Applications. <SamplerNode> objects now turn gray when a texture is not bound to the GPU. This could happen if you comment out a sampler declaration, or change the type of sampler in the GLSL. You'll now have visual feedback when this happens.
- Scenome Applications. General improvements to readback <DataCapture> objects. These now indicate success/failure, so that you know whether or not a readback operation is working.
- Scenome Platform. Upgraded <Texture> readback feature. This feature now creates separate <TextureBufferReadbackNode> object containers for each <Texture> object you read back. If you read a <Texture> back to a <Texture> and then again to some kind of <VariableNode>, all the readback objects are stored in the same <TextureBufferReadbackNode>.
- Scenome Platform. Added support to <ProgramConstantInfo> to display the OpenGL® typename such as <GL_BOOL>, <GL_FLOAT_VEC4>, and so on. For example, GetTypeCode returns a string representing an OpenGL® constant such as GL_FLOAT_VEC4, and GetTypeName returns and OpenGL® type name such as vec4.
- Shader Application. Modified macro Dump Variables to save constant information to disk if there are more than 512 output lines. This makes it much faster to display constant information for large collections of variables.
- Shader Application. Updated compute shader video processing templates to use the same file structure as the non-compute shader video processing templates. The new templates make it very easy to perform video processing with a compute shader.