I found a good solution to make SharedArrayBuffer usable. The link is great:
Next I want to load the pixel data of a large texture into a SharedArrayBuffer. Does anyone have experience in storing a large texture in a SharedArrayBuffer?
function GetImageData(image) {
const canvas = new OffscreenCanvas(image.width, image.height);
const context = canvas.getContext('2d');
context.drawImage( image, 0, 0 );
const imageData = context.getImageData(0, 0, image.width, image.height);
const data = imageData.data;
//?
return new SharedArrayBuffer( /*?*/ ));
}
Am I on the right track with this? In the places with question marks, until now I don’t know what to do