for 32 bit Int,
is this correct way to do this:
var imageData = new Uint32Array(persDatas[threshold].length)
for (var x = 0; x < length; x++) {
var segID = Math.floor((255 * persDatas[threshold][x]) / response.data.max)
imageData[x] = segID
}
var texture = new THREE.DataTexture(
imageData,
4104,
1856,
THREE.RedFormat,
THREE.IntType
)
and to read the texture in custom shader glsl:
float segID = sampleTexture(persTexture, vPosition.xy).r;
is this correct way to do it?