Little RFE :: Options for to TOP operators for controlling res? Maybe also volumetric / 3D?

Playing with making line strips out of copies of same point geos to make cool sweeps and curves in bundles, but i need UV addressable positions to do animation across the lines, so fine, POP to TOP and then a quick shader to wrap on to a more useful texture resolution for looking up the lines via U and position via V given a known quantity and point count per line strip :

out vec4 fragColor;
void main()
{
	// take input 1 and wrap to resolution
	vec4 res1 = uTD2DInfos[0].res;
	vec4 res2 = uTD2DInfos[1].res;

	int gridRows = int(res1.w);
	int gridCols = int(res1.z);

	// get bottom left based index by uv and resolution
	int myIndex = int(vUV.t * res1.w) * gridCols + int(vUV.s * res1.z);

	ivec2 coord;
	coord.x = myIndex % int(res2.z);
	coord.y = myIndex / int(res2.z);

	vec4 color = texelFetch(sTD2DInputs[1], coord, 0);

	fragColor = TDOutputSwizzle(color);
}

Any chance we could have this built into the various “to TOP” operators in order to skip that step and define an output resolution? Or is this silly? I could see this getting further incorporated into converting to 3D texture somehow as well for well ordered point sets to dump into a volume? Just a thought.

Oh additionally in POP to TOP at least, when doing the usual P to RGB technique, alpha isn’t getting filled in 31353, any chance this can be an option to set alpha to 1 for points that exist so we can rely on 0 alpha at the remainder being “inactive”? Or maybe an additional parameter like the “extra pixel values” parameter that is used when not all 4 components are defined in the Attributes Scope but there is a point getting converted to that pixel?

I am setting another attr to fill alpha for now and using default 0 to achieve “inactive” in Fit to Square mode, but seems like a decent QOL improvement to not have to do that.

POP to TOP is quite limited now. We will look at making it more flexible.