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Suggestion: auto uv2

See original GitHub issue
Description of the problem

If I’m right, aoMap and lightMap require uv2 and users need to be aware of that and manually define it unless model has built-in uv2.

So, I’m wondering if it’d be useful that Three.js (WebGLRenderer?) automatically detects non-defined uv2 and uses uv as uv2 (or copies uv to uv2).

What do you folks think?

Three.js version
  • Dev
  • r85
Browser
  • All of them
  • Chrome
  • Firefox
  • Internet Explorer
OS
  • All of them
  • Windows
  • macOS
  • Linux
  • Android
  • iOS
Hardware Requirements (graphics card, VR Device, …)

Issue Analytics

  • State:closed
  • Created 6 years ago
  • Comments:5

github_iconTop GitHub Comments

1reaction
WestLangleycommented, Jul 3, 2017

I do no think we should be modifying the user’s model, but a console warning may be nice.

Also, the 2nd set of UVs do not honor offset/repeat, so silently setting UVs behind the back of the user may lead to more confusion.

At some point, I hope we will be providing additional flexibility in this regard, so this problem will go away.

0reactions
Mugen87commented, Mar 10, 2020

We already highlight in the docs that aoMap and lightMap require a second set of UVs. I think this is sufficient. Voting to close the issue.

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