wjarosz, #GPU / #GameDev folks, I need some advice:
I need to display 32-bit/channel floating point images. For various reasons (there are many channels, think multi-spectral images), it is more convenient for me to group the data on the CPU by channel planes.
Before doing multispectral, I was uploading 32-bit floating RGBA textures. Would it be a horrible idea (performance wise) to instead upload each channel as a single-channel 32-bit float texture (GL_RED/MTLPixelFormatR32Float) and then sample from whichever channel textures I want and reassemble to visualize color within my fragment shader?
I figured that for 8-bit/channel images there would be a big benefit to uploading/storing as RGBA (vs. 4 separate single-channel textures) since it’s 32 bits per pixel total; but with each floating point channel already being 32 bpp, perhaps this isn’t as much a concern in my case?
In case it matters, my target platforms as #OpenGL, #WebGL, and #Metal.
Thanks!
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