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Yep, the dixel render uses a geometry shader. The "blocky" appearance is achieved by calculating the normal on a per-triangle basis rather than a per-vertex basis. Achieving the same without a geometry shader, i.e. doing it instead in the vertex shader, would require a lot of vertex duplication.
Trying to load a diffusion weighted data set using the dixel view to inspect the raw signal results in a crash on Apple M1.
Is this related to the issues with the pseudo tube rendering reported #2247 (suspected to be the consequence of using geometry shaders on Apple M1)?
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