Hello,
I’m new to the glTF format and am trying to figure out the best way to include 32 bit, 4 component color textures in a model. It seems clear that the typical PBR-based material/texture/image configuration won’t work, but I’m struggling to imagine an alternative. My use-case is a scientific application that requires much greater color precision per pixel than is distinguishable to the human eye.
Thanks in advance!