You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
By switching to 8 bit components for gradients we could:
Reduce CPU side memory usage to 1/4
Reduce GPU memory usage to to 1/2
Make rendering faster when using gradients (smaller texture fetches)
Implementation:
Switch to Color32
Use Texture3D.SetPixelData instead of Texture3D.SetPixels
Switch to TextureFormat.RGBA32
Add a setting for this?
Possible issues:
Precision will suffer. Investigate if this causes noticable issues. We might want to support both 8 bit unsigned int and half precision floating point format.
The text was updated successfully, but these errors were encountered:
See discussion in #204
By switching to 8 bit components for gradients we could:
Implementation:
Color32
Texture3D.SetPixelData
instead ofTexture3D.SetPixels
TextureFormat.RGBA32
Possible issues:
Precision will suffer. Investigate if this causes noticable issues. We might want to support both 8 bit unsigned int and half precision floating point format.
The text was updated successfully, but these errors were encountered: