Mark wrote:
> 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?
There's been quite a bit of research into different formulations of 3D and N-D
interpolation.
There are m
On 15 April 2013 12:03, Mark wrote:
> 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.
I don't know if it's helpful, I was playing with doing the tran