Timeline for Using a Compute Shader in Unity to convert a texture to a float array
Current License: CC BY-SA 4.0
6 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
May 14, 2018 at 20:24 | vote | accept | EmmetOT | ||
May 12, 2018 at 16:28 | answer | added | EmmetOT | timeline score: 1 | |
May 12, 2018 at 15:28 | comment | added | EmmetOT | You’re right, I suppose it was a blind spot for me. I guess a more correct formula would be id.x * n + id.y, with n being the number of pixels in a row? Is there any way of accessing this number of pixels without explicitly passing it in? @DMGregory | |
May 12, 2018 at 14:50 | comment | added | DMGregory♦ |
What led you to the formula id.x * id.y ? This will map every cell with x or y = 0 to the same array entry, which doesn't sound like what you're looking for.
|
|
May 12, 2018 at 14:33 | review | First posts | |||
May 12, 2018 at 16:41 | |||||
May 12, 2018 at 14:33 | history | asked | EmmetOT | CC BY-SA 4.0 |