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WebGLRenderer: Integrate PMREM

See original GitHub issue

With the introduction of WebGLCubeMaps, the engine has now a mechanism to internally convert environment maps. I’ve quickly hacked in PMREMGenerator support today and it is actually possible to perform the conversion used in webgl_loader_gltf. It would love to see PMREM integrated in the renderer since it’s a technical detail most users should not care about.

However, my implementation is a hack right now since it’s not defined when PMREMGenerator should do its work. The question is: How can WebGLCubeMaps detect textures that should be processed by PMREMGenerator?

Issue Analytics

  • State:closed
  • Created 3 years ago
  • Reactions:2
  • Comments:14 (1 by maintainers)

github_iconTop GitHub Comments

2reactions
Mugen87commented, Jul 30, 2021

Solved via #22178.

2reactions
WestLangleycommented, Aug 18, 2020

I hacked in the same thing a few days ago as a proof-of-concept, and it worked beautifully - but not reliably, because I was not focused on that part.

Automatic PMREM conversion should only apply to equirectangular and cube environment maps for MeshStandardMaterial and MeshPhysicalMaterial. I created WebGLCubeUVMaps to do that.

IMO, CubeUVMaps should not be used for blurry scene.background because they are currently too blocky for that purpose. JMO.

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