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@@ -86,11 +86,11 @@
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<h2>Textures</h2>
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- <p>Textures containing color information material.{map,emissiveMap,specularMap} always use the sRGB colorspace
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- in glTF, while vertex colors and material.{color,emissive,specular} values use linear colorspace. In a
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+ <p>Textures containing color information (.map, .emissiveMap, and .specularMap) always use sRGB colorspace in
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+ glTF, while vertex colors and material properties (.color, .emissive, .specular) use linear colorspace. In a
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typical rendering workflow, textures are converted to linear colorspace by the renderer, lighting calculations
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- are made, then final output is converted back to sRGB and displayed on screen. Unless post-processing in linear
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- colorspace is needed, always configure [page:WebGLRenderer] as follows when using glTF:</p>
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+ are made, then final output is converted back to sRGB and displayed on screen. Unless you need post-processing
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+ in linear colorspace, always configure [page:WebGLRenderer] as follows when using glTF:</p>
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<code>
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renderer.gammaOutput = true;
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@@ -104,6 +104,7 @@
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<code>
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// If texture is used for color information, set colorspace.
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texture.encoding = THREE.sRGBEncoding;
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+
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// UVs use the convention that (0, 0) corresponds to the upper left corner of a texture.
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texture.flipY = false;
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</code>
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