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Examples: avoid using linear tone mapping #19712
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@@ -46,8 +46,7 @@ | |||
document.body.appendChild( renderer.domElement ); | |||
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// tone mapping | |||
//renderer.toneMapping = LinearToneMapping; | |||
//renderer.toneMappingExposure = API.exposure; | |||
renderer.toneMapping = THREE.NoToneMapping; |
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Tone mapping was commented out, anyway.
@@ -40,7 +40,7 @@ | |||
document.body.appendChild( renderer.domElement ); | |||
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// tone mapping | |||
renderer.toneMapping = THREE.LinearToneMapping; | |||
renderer.toneMapping = THREE.ACESFilmicToneMapping; |
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This example supports drag-n-drop of EXR MatCap files.
@@ -195,7 +195,7 @@ | |||
// At least one regular Pointlight is needed to activate light support | |||
scene.add( new THREE.PointLight( 0xff0000, 0.1, 0.1 ) ); | |||
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var bloom = new UnrealBloomPass( new THREE.Vector2(), 0.8, 0.6, 0.8 ); | |||
var bloom = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 0.8, 0.6, 0.8 ); |
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Unrelated, but not sure how this ever worked...
Thanks! |
Granted, these changes are a bit subjective, but I think
NoToneMapping
is a better stub, until the example is modified to warrant a more appropriate tone mapping technique.