Re-rasterise a heat-map colour texture from a new scalar field,
mutating the supplied ImageData in place.
This is the slim sibling of paintHeatMap, intended for live
updates: the geometry's UVs already exist (the initial
paintHeatMap call wrote them onto SceneGeometry.uvsCompressed),
the SceneTexture's pixel buffer already exists, and the normal /
MR maps don't change between frames. So this function skips
UV-axis selection, UV emission, and normal/MR allocation —
everything left is rasterise + dilate + blur(×2) + optional grid,
straight into the caller's buffer.
Pair with texture.imageData = imageData to fire the
onSceneTextureImageDataChanged event, which makes the renderer
re-upload just the affected atlas sub-rect via texSubImage2D —
no batch / mesh / material rebuild.
Re-rasterise a heat-map colour texture from a new scalar field, mutating the supplied ImageData in place.
This is the slim sibling of paintHeatMap, intended for live updates: the geometry's UVs already exist (the initial
paintHeatMapcall wrote them ontoSceneGeometry.uvsCompressed), the SceneTexture's pixel buffer already exists, and the normal / MR maps don't change between frames. So this function skips UV-axis selection, UV emission, and normal/MR allocation — everything left is rasterise + dilate + blur(×2) + optional grid, straight into the caller's buffer.Pair with
texture.imageData = imageDatato fire theonSceneTextureImageDataChangedevent, which makes the renderer re-upload just the affected atlas sub-rect viatexSubImage2D— no batch / mesh / material rebuild.