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I'm using a headless-gl context to bind a ImageData object to a texture, which is then being passed as a uniform to a fragment shader. The resulting image being rendered after sampling the texture in the fragment shader, however, is a blocky/pixelated version of what I'm expecting it to be.
Does anyone know where I might be going wrong here? Thanks!
The text was updated successfully, but these errors were encountered:
I'm using a headless-gl context to bind a ImageData object to a texture, which is then being passed as a uniform to a fragment shader. The resulting image being rendered after sampling the texture in the fragment shader, however, is a blocky/pixelated version of what I'm expecting it to be.
Does anyone know where I might be going wrong here? Thanks!
The text was updated successfully, but these errors were encountered: