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Examples: avoid using linear tone mapping #19712

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Jun 23, 2020
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3 changes: 1 addition & 2 deletions examples/webgl_lightprobe.html
Original file line number Diff line number Diff line change
Expand Up @@ -46,8 +46,7 @@
document.body.appendChild( renderer.domElement );

// tone mapping
//renderer.toneMapping = LinearToneMapping;
//renderer.toneMappingExposure = API.exposure;
renderer.toneMapping = THREE.NoToneMapping;
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Tone mapping was commented out, anyway.


renderer.outputEncoding = THREE.sRGBEncoding;

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2 changes: 1 addition & 1 deletion examples/webgl_materials_matcap.html
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@
document.body.appendChild( renderer.domElement );

// tone mapping
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
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This example supports drag-n-drop of EXR MatCap files.

renderer.toneMappingExposure = API.exposure;

renderer.outputEncoding = THREE.sRGBEncoding;
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4 changes: 2 additions & 2 deletions examples/webgl_tiled_forward.html
Original file line number Diff line number Diff line change
Expand Up @@ -186,7 +186,7 @@
scene.background = new THREE.Color( 0x111111 );

var renderer = new THREE.WebGLRenderer();
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMapping = THREE.NoToneMapping;
container.appendChild( renderer.domElement );

var renderTarget = new THREE.WebGLRenderTarget();
Expand All @@ -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 ) );

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...

bloom.renderToScreen = true;

var stats = new Stats();
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