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So that memory usage is reduced and performance is improved.
Acceptance Criteria
Given an object with color and pickability data
When I assign a color and pickability to it
Then it should store only a single int8 corresponding to a uniform, instead of multiple numbers.
Given a stored int8 corresponding to a color and pickability
When I want to retrieve or utilize this data
Then the system should accurately interpret this int8 and provide the correct rgba and pickability properties.
Given a user changes the default color values
When the application updates the uniform
Then it should reflect the updated color and pickability accurately.
Commentary
Currently, we store colors as arrays for rgba values, and we have a separate int8 for pickability. This proposal suggests a more efficient approach by condensing the storage into a single int8, which corresponds to a uniform passed to the GPU. This uniform will contain the rgba component and pickability status. For instance, 1 could mean [255,0,0,1] and pickable, while 2 indicates [255,0,0,1] and NOT pickable. By implementing this, we can greatly optimize memory usage and potentially enhance performance.
The text was updated successfully, but these errors were encountered:
User Story
Acceptance Criteria
Given an object with color and pickability data
When I assign a color and pickability to it
Then it should store only a single int8 corresponding to a uniform, instead of multiple numbers.
Given a stored int8 corresponding to a color and pickability
When I want to retrieve or utilize this data
Then the system should accurately interpret this int8 and provide the correct rgba and pickability properties.
Given a user changes the default color values
When the application updates the uniform
Then it should reflect the updated color and pickability accurately.
Commentary
Currently, we store colors as arrays for rgba values, and we have a separate int8 for pickability. This proposal suggests a more efficient approach by condensing the storage into a single int8, which corresponds to a uniform passed to the GPU. This uniform will contain the rgba component and pickability status. For instance, 1 could mean [255,0,0,1] and pickable, while 2 indicates [255,0,0,1] and NOT pickable. By implementing this, we can greatly optimize memory usage and potentially enhance performance.
The text was updated successfully, but these errors were encountered: