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When used in a batch sequence the LoadImage operator does not cache the current values when making the asynchronous call to the shader window context. This means that immediately consecutive edits can modify shared state before any textures are loaded resulting in incorrect results.
The text was updated successfully, but these errors were encountered:
When used in a batch sequence the
LoadImage
operator does not cache the current values when making the asynchronous call to the shader window context. This means that immediately consecutive edits can modify shared state before any textures are loaded resulting in incorrect results.The text was updated successfully, but these errors were encountered: