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Since we are using half-float textures we convert them to uint8 first which is a lossy process. Instead we could store the 2 half-float bytes in 2 uint8.
The text was updated successfully, but these errors were encountered:
Since we are using half-float textures we convert them to uint8 first which is a lossy process. Instead we could store the 2 half-float bytes in 2 uint8.
The text was updated successfully, but these errors were encountered: