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The TexturePreview only really handles textures that have values in the range of 0 to 1 so that brings up the question what to do for float textures, int textures, and uint textures, also maybe SNORM textures.
One idea is to have some ux that lets you chose a min and max and a shader that ranges does something like
outColor = (textureColor - min) / (max - min);
Could also try to determine a default min and max by looking at the texture's content.
Or could do nothing. Just thought I'd add this as a possible TODO
The text was updated successfully, but these errors were encountered:
The TexturePreview only really handles textures that have values in the range of 0 to 1 so that brings up the question what to do for float textures, int textures, and uint textures, also maybe SNORM textures.
One idea is to have some ux that lets you chose a min and max and a shader that ranges does something like
Could also try to determine a default min and max by looking at the texture's content.
Or could do nothing. Just thought I'd add this as a possible TODO
The text was updated successfully, but these errors were encountered: