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@@ -49106,11 +49106,16 @@ const _errorMap = new WeakMap();
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* textures for rendering.
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*
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* Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
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- * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
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+ * These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading,
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+ * unlike regular images which can be configured on the Texture to set these options on GPU upload instead.
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*
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- * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
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+ * To match the default behaviour of {@link Texture}, the following options are needed:
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*
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- * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
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+ * ```js
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+ * { imageOrientation: 'flipY', premultiplyAlpha: 'none' }
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+ * ```
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+ *
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+ * Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled.
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*
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* ```js
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* const loader = new THREE.ImageBitmapLoader();
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@@ -77262,16 +77267,6 @@ class WebGLRenderer {
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}
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- // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512
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-
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- if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
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-
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- m_uniforms.envMap.value = envMap;
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-
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- m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? -1 : 1;
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-
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- }
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-
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if ( material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null ) {
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m_uniforms.envMapIntensity.value = scene.environmentIntensity;
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