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Ui::TextureView Namespace Reference
Detailed Description
Shows a texture, and what the eye cannot read from it: channels alone, luma, exposure through false colour, clipping zebras, focus peaking, values out of gamut and NaN or infinite values, or a comparison against a reference by wipe or difference.
One compute pass writes the inspected image, which is the texture output and what the node shows. False colour, zebra and gamut follow the Video Monitor shader of the library.
A 3D texture, an array or a cube map shows one slice, layer or face, or all of them side by side: see Ui::Monitor::Layout. The pass has a variant for each kind of texture, built the first time the input is one.
Classes | |
| struct | Layer |
| struct | Node |
Variables | |
| constexpr std::string_view | mode_names [] |
Variable Documentation
◆ mode_names
|
inlineconstexpr |
Initial value:
{
"View", "Red", "Green", "Blue", "Alpha", "Luma", "False colour", "Zebra",
"Focus peaking", "Out of gamut", "Wipe", "Difference"}