WebGLRenderer: Integrate PMREM
See original GitHub issueWith 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:
- Created 3 years ago
- Reactions:2
- Comments:14 (1 by maintainers)
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Top GitHub Comments
Solved via #22178.
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
andMeshPhysicalMaterial
. I createdWebGLCubeUVMaps
to do that.IMO,
CubeUVMaps
should not be used for blurryscene.background
because they are currently too blocky for that purpose. JMO.