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@@ -124,22 +124,12 @@
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<h2>Textures</h2>
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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 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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+ <p>When loading textures externally (e.g., using [page:TextureLoader]) and applying them to a glTF model,
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+ textures must be configured. Textures referenced from the glTF model are configured automatically by
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+ GLTFLoader.</p>
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<code>
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- renderer.outputColorSpace = THREE.SRGBColorSpace;
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- </code>
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-
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- <p>GLTFLoader will automatically configure textures referenced from a .gltf or .glb file correctly, with the
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- assumption that the renderer is set up as shown above. When loading textures externally (e.g., using
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- [page:TextureLoader]) and applying them to a glTF model, colorspace and orientation must be given:</p>
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-
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- <code>
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- // If texture is used for color information, set colorspace.
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+ // If texture is used for color information (.map, .emissiveMap, .specularMap, ...), set color space
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texture.colorSpace = THREE.SRGBColorSpace;
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// UVs use the convention that (0, 0) corresponds to the upper left corner of a texture.
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