The palette data is stored in a GPU-optimized buffer that is sub-allocated from 65536 bytes, the minimum buffer size allowed. It allows to store up 16384 colors, more than enough for storing lots of palette, like 1024 palette of 16 colors.
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* Store the indices as pixel value of a single channel texture
* Store the palette into a buffer instead of a texture for easier reading and less memory usage.
* Sample the indice and fetch the color from the palette in the pixel shader.
Comments
* Store the indices as pixel value of a single channel texture
* Store the palette into a buffer instead of a texture for easier reading and less memory usage.
* Sample the indice and fetch the color from the palette in the pixel shader.