ElevationLayer: use single-channel textures
Currently, we use dual-channel textures (RGFormat
):
- the Red channel stores the actual elevation data
- the Green channel stores the no-data bit (as a pseudo-alpha channel).
However, the no-data bit requires only 1-bit, and we currently use 32 bits for that. This is a huge waste of texture memory.
Edited by Sébastien Guimmara