[Sidefx-houdini-list] Disabling isbound() calls in VEX Builder shaders
pablogipi at gmail.com
Wed Aug 30 03:20:58 EDT 2006
On 8/29/06, Peter Bowmar <pbowmar at gmail.com> wrote:
> Hi Pablo,
> No, there is no way to disable this. However, don't worry about
> it taking CPU time because the VEX optimizer is extremely efficient
> and will more than likely just not process that stuff...
Ah! Ok thanks Peter, that is the thing I want to know.
Then I supposed that the VEX compiler process all of these redundants
variable assigments in the code generated by VEX, and then VEX from
the VEX builder is at least as good as harcoded VEX?
> Peter B
> On 29/08/06, Pablo Giménez <pablogipi at gmail.com> wrote:
> > Hi list.
> > I am making some shaders to be used in sprites.
> > All the time you create a shader in VEXBuilder any parameter check if
> > it is bounded to any attribute.
> > So If you see the code generated by VEX Builder for your shader there
> > one bounding variable and one isbound() call per parameter.
> > I think that this can consume computing time. maybe a little but when
> > you are rendering many sprites it could be significant.
> > So there is a ny way to disable that VEXBuilder generates all the
> > "bounding checking" code for a given parameter?
> > Thanks
> > --
> > Un saludo
> > Best Regards
> > Pablo Giménez
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