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sdrJPEG from Loader for custom shader skybox #14
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hi! Thanks for reaching out! Out of curiosity: the SDR texture is intended for internal usage and we imagined would not be consumed externally, is there a use case why you are trying to reference it? All in all, this is just the normal JPEG file which you could load with a normal on to your specific problem: all the internally used texture don't specifically need I'm working on a solution where the library will not generate them by default and you will need to explicitly enable them, also, in general, the library will assume a more 'un-opinionated' stance regarding the output texture options. |
…fy renderTarget (and toDataTexture) options related issues: #14 and #15 The library will no more generate mipmaps by default but will require to explicitly enable them, also, in general, the library will assume a more 'un-opinionated' stance regarding the output texture options. BREAKING CHANGE: `generateMipmaps` is no longer `true` by default, both `minFilter` is no longer `LinearMipMapLinearFilter` by default but `LinearFilter`, `wrapS` and `warpT` are no longer `RepeatWrapping` by default but `ClampToEdgeWrapping`
# [3.0.0](v2.0.7...v3.0.0) (2023-11-29) ### Bug Fixes * **loaders:** properly catches render errors and calls onError callback ([b9bcdd1](b9bcdd1)), closes [#16](#16) ### Features * **core:** disables default mipmap generation, enables user to specify renderTarget (and toDataTexture) options ([147d278](147d278)), closes [#14](#14) [#15](#15) ### BREAKING CHANGES * **core:** `generateMipmaps` is no longer `true` by default, both `minFilter` is no longer `LinearMipMapLinearFilter` by default but `LinearFilter`, `wrapS` and `warpT` are no longer `RepeatWrapping` by default but `ClampToEdgeWrapping`
try version 3.0.0 and let me know if it solves your problem! thanks! |
Hi,
i trying to add this fantastic gainmaps to a custom skyshader ( sdJPEG) https://github.com/mrxz/fern-aframe-components/blob/main/sky-background/src/index.js
the problem is the generated sd Texture, has generated mipmaps and there are visual Seams
what i doing now is:
using the sd for the custom shader map value and the texture for the Scene environment, this works but not sure if there is a better way? ( or are the mipmaps needed on the sd Texture in the gainmap Material ? )
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