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KTX2 compressed with basisu etc1s and transparent looks lighter between r132 and r133 #22636
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That's expected. The darkening was incorrect: #22551 |
Aren't the thumbnail colors more like the original image now? |
not sure but for me r132 looks more correct, if not i can change the pngs |
Would it be possible to compare these textures on unlit materials (e.g. MeshBasicMaterial) rather than MeshStandardMaterial? |
this is from MeshBasicMaterial
|
I think these lines are not needed... |
I can't really tell what's going on in these screenshots sorry. Could you attach one or more of the textures you're asking about? Aside – if the screenshot textures are only ever viewed head-on (e.g. in a 2D UI as shown above) you wouldn't necessarily need to generate mipmaps for them in
In both r132 and r133 I assume? This should be the right choice for any texture with channels that represent color. You might also want |
There are several examples in the three.js website using KTX2, that haven't become washed out like these screenshots. So there's something specific about the application and/or textures here, and we won't be able to debug it from screenshots. It could even be device-specific like #22631... if you can share some of the |
ok thx a lot @donmccurdy will create a forum post the washed out Images only shown when i set side: THREE.FrontSide |
sorry for the noise, all works fine if i set the material.map on the onLoad ktx2Loader |
KTX2 compressed with basisu and transparent looks lighter between r132 and r133
toktx compression command line
toktx --t2 --2d --genmipmap --encode etc1s --lower_left_maps_to_s0t0 --verbose ss-gallery_1_512_rounded.ktx2 ss-gallery_1_512_rounded.png
in r132 we use texture.encoding = THREE.sRGBEncoding;
Expected behavior
looks same on r132 and r133
Screenshots
r133
r132
Platform:
cc @donmccurdy
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