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WebGLRenderer: fails to convert CubeCamera renderTarget to PMREM CubeUV format

See original GitHub issue

Related: #22178

This use case must also be supported.

const material = new THREE.MeshPhysicalMaterial( {
	envMap: cubeCamera.renderTarget.texture, // should be auto-converted to PMREM CubeUV format
} );

three.js version: [r131]

Issue Analytics

  • State:closed
  • Created 2 years ago
  • Comments:45 (22 by maintainers)

github_iconTop GitHub Comments

3reactions
Mugen87commented, Jan 4, 2022

Do you think there’s anything blocking that?

I’ve forgot that we could use this approach now the we have migrated to half floats. I guess we can give this a try and see how the solution performs.

3reactions
WestLangleycommented, Sep 23, 2021

@makc Opting out is not possible. MeshPhysicalMaterial and MeshStandardMaterial only support PMREM cube maps.

The only solutions are:

  1. Tell the user to use MeshPhongMaterial instead, or
  2. Tell the user to compute the PMREM manually, or
  3. FIx this issue.
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