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
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