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WebGLRenderer: Avoid default color space conversion. #21336
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Thanks! |
@mrdoob I wonder if TBH, The WebGL standard also mentions that it is up to the browser if a color space conversion is applied on how the conversion is implemented. Sounds quite unreliable. One reason more to disable it. |
AFAIR, all that setting does is comparing the image file profile (when present) with some "system default" profile (e.g. sRGB), performing color-matching, and (re)encoding corrected values (usually to 8-bit sRGB). |
Okay, that would at least explain why the sRGB decode works as expected in the past. But the stackoverflow thread and the RGBM issue on iOS seems to be related to |
The following fiddle is the RGBM example with the dev build and |
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Okay, found the reason Safari is broken: e7ba155 |
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Okay, then #20786 is indeed unrelated to |
@Mugen87 It's worth noting that Safari Technical Preview seem to have this issue fixed: So I guess we'd just need the workaround until summer? |
Yes, probably. Maybe revisiting this issue in second half of 2021? |
Does anyone here know if embedded custom color space is often used in practical? I'm curious to know how much this change affects the existing Three.js applications. And this is a breaking change so I'm going to write a note that we recommend pre apply the transformation in Migration guide. |
Based on my experience, here are the most often cases:
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Thanks for the explanation. It sounds like to me that embedded extra image information is beyond the use of web 3D and avoid default color space conversion and request pre apply the color transformation may be a good direction as Web based 3D engine for portability and performance. I added the note to Migration Guide. Please feel free to reword it because English is not my first language. |
Related issue: #21318, #21323, #21324
Description
This PR is an alternative of #21323 and #21324, and resolves #21318. Please refer to them for the detail of this change.