Using OSL's texture(string, u, v) call I can query a texture at different uv coords than the current shading point. Is this possible with "connected" inputs as well?
shader i
( float a = 1, // source abitrary input
float b = 2, // source abitrary input
string tex = "" ) { float somefloat = 1.3; point uv = point(a*somefloat,b,0); color tx = texture ( tex,uv[0],1-uv[1]); }
Its legal to parse anything to the u and v channels, anything you can shove into the float channels is fine. The data can come from both inputs from external inputs or internally in the shader.
Im going insane over the CODE block, tried to modify the code 30 times, it does not format it.
I need a tutorial on how to failsafe paste and edit code and maintain code block in reply.
Its either very sensitive ( slightly broken )
Or just broken.
@Mads Drøschler What kind of format changes do you want to make?
The code block isn't great. I think if you have any extra line breaks, then you get no code formatting at all!
Eventually got it. but had to use notepad ++.
then clean the published message, including the code frame. I had 2 frames apparently. text in one and code in other. that broke things.
its OK, just need to have the right workflow when inserting that is all, this is where notepad ++ comes in handy storing text and code and try paste it into the message in different ways until it works.
@Stephen Blair
Found another HTML leak issue in the code widget.
It should either be 100% html or 100% "dumb widget text" that gets autoformated on submission. Maybe the widget has a bug, maybe get contact to the author or look up the files on the server and tweak the code block rules/processing.
If I want to update the code, for clarification or readability or simply just extend. I have to clean up the whole code block for each edit.
qweqwe.png