Lukáš Hojdysz
Lukáš Hojdysz
>Use Texture3D.SetPixelData instead of Texture3D.SetPixels Just note, there is also **Texture3D.SetPixels32** method exactly for this :)
>so I've also thought of the possibility of using compute shaders for that, but again WebGL is annoying with its lack of compute shader support Ye i suppose burst can...
>Which dataset did you test with btw? One of the ircadb ones? That 2:30 minutes is for internal hospital specific dataset, which is huge with 730 slices. But even for...
>Yes, SimpleITK is lightning fast! That's a really big improvement in import time then 😁 I would expect it to be faster with the job system and Burst, but this...
>I'm also wondering if it would be useful to add support for dynamically updating the gradients based on clipping planes and transfer functions? Sure, more user settings is better :D...
Hi @mlavik1 >Normally that should be fine. However, I know there are some people using this plugin with relatively large datasets on memory-constrained platforms, where doing another such large allocation...
>What I was referring to is the serialisation of GameObjects and ScriptableObjects. In other words, when the datasets are saved in an asset or in the scene. The issue is...
Hello, thanks for trying. But it is kinda hard for me to really follow, it has been some time i was coding it it, so it is quite hard to...
> Should I edit down/delete my previous comment? No it is fine, leave it as it is here. > I'll get a fork going once I've ironed some more out...