Comments (1)
The feature ID texture channels
property defines which channels are supposed to be combined (i.e. shifted and OR
ed together) to generate the feature ID. Beyond the question about non-8-bit channels (mentioned above), further clarifications that could be added:
Should there be a limit on the number of channels that can be combined for a feature ID?
For example, should it be possible to define the channels = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17]
(if an image format with this many channels existed)?
Should it be possible to use the same channel multiple times in order to generate the feature ID? For example, would channels = [0,1,0,1]
be allowed?
At the first glance, this looks like it could not yield sensible IDs. But as some brainstorming (even though it is a bit of a stretch): People might want to use the bits like "tags". One could create one texture
object with RGBA channels, and A
always being 0
. Then, one could create feature IDs with channels = [0,1,2,3]
yielding 0x00BBGGRR
, or with channels = [0,3,3,3]
yielding 0x000000RR
, which could be "disassembled" by the client, to see whether the center bits are BBGG
or 0000
...
from 3d-tiles.
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