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
Note that we have a choice for 8-bit integers if we want to normalize them (using texture_2d<f32>) or not (using texture_2d<i32> or texture_2d<u32>). For 16-bit and and 32-bit integers we don't have that choice, so we still need all three texture_2d types.
The non-color-mapped path should probably be separate, but for the color-mapped path we have the choice to either write three shaders, or combine them into one. For the latter we would use a runtime-switch to know what texture_2d to read from. The two unread ones would be bound to dummy textures.
Currently we color-map tensors and depth-images on the CPU. This has many downsides:
Instead, let's improve the
re_renderer::TexturedRect
API to handle:Misc TODO
enum Colormap
that we haveThe text was updated successfully, but these errors were encountered: