I have a mesh, with gradient color using this type of code :
It's nice and beautiful, but I want to reduce the precision of the gradient and make it less smooth.
I've got data on a JSON, wich gave me coordinate for vertices 0, 2, 4 and 6. I calculate the other one after that. I've got a value on vertice 0, 2, 4 and 6, which I use to get the color value of that point, in HSL (like 0 is 0 in HSL and 1 is 240 in HSL)
With than given value, 1, 3, 5 and 7 have a color value depending of the vertice on the same line, and 8 got value from a pondered calculus.
If 0, 6 have a value of 0.5(green), and 2, 4 have a value of 1(red), then 7 is green, 3 is red, and 1, 8, 5 have a value of 0.75 (yellow).
With my material and colorVertex, the pixels between those point are calculated and can take a infity of value between 1 and 0.5.
Now, I want to now if it's possible to limit this infinity of values to fixed one, so it will look like that
I can't subdivise my mesh because the final one is really big and can't spend much more on calculus time. Is there a way to change the interpolation used by three.js so the pixel between my vertices have the colormap/color range that I want?
Thanks in advance