-
```
What steps will reproduce the problem?
1. Convert a R8G8B8A88 texture to DXT1 using squish
2. Look at the compressed texture in your engine with bilinear filtering
enabled onto the sampler or alp…
-
Hi, currently I'm trying to do some offline reading. I bascally draw something in a fbo, then read the pixels out of the fbo and save that to a numpy array:
```
rendertex = gloo.Texture2D(format='rgb…
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Currently the struct is tied to a particular layout/implementation and doesn't support:
* upside-down bitmaps (negative stride)
* byte-based stride that isn't multiple of full pixels (e.g. 2-byte …
-
**Is your feature request related to a problem? Please describe.**
`ColorImage::from_rgba_unmultiplied` assumes a byte-order layout of the `rgba` parameter, as if the data were a `&[u32]` of pixels u…
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If I need an RGBA buffer, the supported way of doing this is that I have to create a buffer, and iterate lwip image by using getPixel method, and put RGBA pixels in it. This is extremely inefficent. F…
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One RGBA pixel is 32 bits, so a 2x2 of pixels is 128 bits
Each max pool index stores 2 bits of data. The first convolutional block has 64 channels.
So there are 2*64 = 128 bits of data in the max…
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It's really inefficient to render each pixel as an individual rectangle for emulators and such, so I suggest a way to dynamically change the RGBA values of pixels of a texture asset, through either ch…
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I ran into a range error due to my image being very large (50k x 30k pixels with CCITT T.6 compression). I was trying to down sample the 1D data array `idfs[0].data` I get from `UTIF.decodeImage(e.tar…
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### Steps to reproduce
if I need commit nv12 raw data, I do not know how make a image from nv12
example C/C++, I can use GL_LUMINANCE for inner format.
```
shader.setImageSampler(0, image);
ima…
-
```
What steps will reproduce the problem?
1. Convert a R8G8B8A88 texture to DXT1 using squish
2. Look at the compressed texture in your engine with bilinear filtering
enabled onto the sampler or alp…