Refactor colors #6

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opened 2022-09-29 16:47:11 +00:00 by mars · 1 comment
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As it stands, colors in both the MeshVertex and API arguments are given as four f32s. This is completely unnecessary, and has a negative impact on performance. f32s are slow to convert, and are relatively large, increasing the amount of data to copy.

Instead, colors should always be represented as u32s, represented as RGBA8888.

More resource on HDR formats and different color spaces be needed in the future, but the future is not now.

As it stands, colors in both the `MeshVertex` and API arguments are given as four f32s. This is completely unnecessary, and has a negative impact on performance. f32s are slow to convert, and are relatively large, increasing the amount of data to copy. Instead, colors should always be represented as u32s, represented as RGBA8888. More resource on HDR formats and different color spaces be needed in the future, but the future is not now.
mars self-assigned this 2022-09-29 16:47:15 +00:00
mars added this to the Launch milestone 2022-09-29 16:47:17 +00:00
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Completed in 25e60c683b.

Completed in 25e60c683b.
mars closed this issue 2022-10-20 04:56:46 +00:00
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Reference: canary/canary-rs#6
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