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Currently because the depth map is 8-bit when loaded as background, you can't make slow ramps without artifacts.
For example here is the render with a depth map that contains slow ramps (modified Panagment graphics) 16-bit depth
instead of
8-bit depth
This limitation doesn't affect runtime primitives that draw into depth properly, it's only image resources.
A former workaround was to increase precision by using a color like (255, 254, 253), when reduced to 16-bit grey it would increase precision.
Support loading 16-bit PNG as depth map
Constraint: legacy depth maps using 8-bit RGB PNG shoud keep working with only minor visual change.
The text was updated successfully, but these errors were encountered:
Currently because the depth map is 8-bit when loaded as background, you can't make slow ramps without artifacts.
For example here is the render with a depth map that contains slow ramps (modified Panagment graphics)
![16-bit-depth](https://user-images.githubusercontent.com/1067485/129745157-4214f97a-e775-4f74-b53d-08e77873c83d.png)
16-bit depth
instead of
8-bit depth
![image](https://user-images.githubusercontent.com/1067485/129745079-7b6566a4-2211-4594-abd9-72ae38f1c275.png)
This limitation doesn't affect runtime primitives that draw into depth properly, it's only image resources.
A former workaround was to increase precision by using a color like (255, 254, 253), when reduced to 16-bit grey it would increase precision.
The text was updated successfully, but these errors were encountered: