Hello, if I'm reading the code correctly, LCMS defaults to using Tetrahedral interpolation unless CMS_LERP_FLAGS_TRILINEAR is specified as flag when creating a transform.
Is there any study, how much "better" tethrahedral is compared to trilinear? How many gridpoints more are required for trillinear clut, so it matches a tethrahedral clut? Ultimately, I'm trying to apply the CLUT on the GPU, and I'm thinking if it is worth implementing tethrahedral in a shader, or better to just stick to trilliniar, which is built in already. PS: does CMS_LERP_FLAGS_TRILINEAR affect how the CLUT in built in any way? Or is this just a flag for the interpolator? Regards mark ------------------------------------------------------------------------------ Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis & visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter _______________________________________________ Lcms-user mailing list Lcms-user@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/lcms-user