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Support ptex mesh - step 5: improve the shader and rendering code #203
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Support ptex mesh - step 5: improve the shader and rendering code
bigbike d64ae2c
minor
bigbike 021f738
minor
bigbike e3c1c47
resolve Ci error
bigbike 08c4018
rename gamma as gammaInverse in the shader
bigbike 69793f5
add docstring, get rid of the inverse of gamma everywhere
bigbike 4f52d1f
minor
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Since the rendering uses geometry shaders, I assume it's not planned to be running on WebGL, right? (If it would be, the
imageSize()
would be problematic, but otherwise not at all.)There was a problem hiding this comment.
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@msbaines: May I ask you what our latest plan is on rendering the ptex mesh on WebGL?
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@mosra : Yeah, the geometry shader is a problem as it is not available in WebGL.
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I am currently planning on using the vertex color information from the ply mesh but at some point would like to migrate to using the ptex textures. Not sure when. It will depend on whether the vertex color-only is OK. The other issue is that the textures are 100s of MB each so may not be feasible for WebGL.
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Texture size could be fixed by using Basis texture compression (see mosra/magnum-plugins#62, I'm in process of integrating that), ideally the compressed textures being upstreamed back to Replica.
For vertex colors, when I checked how a PLY file looks compared to the textured GLB, it was quite underwhelming :) For human eyes and a 4K screen at least, when rendering tiny images the difference would probably be minimal.