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WebGLRenderer: Remove RGBDEncoding. #23049
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I have a couple questions about the goals here, please see #23039 (comment). Thanks! |
My concerns in #23039 have been addressed, no objections here. 👍 |
Thanks! |
* fix: remove RGBM7Encoding and RGBM16Encoding Mirrors mrdoob/three.js#23046 * fix(ColorSpaceNode): remove RGBDEncoding Mirrors mrdoob/three.js#23049 * fix: remove RGBEEncoding and RGBEFormat * fix: remove gammaFactor and GammaEncoding Mirrors mrdoob/three.js#23080 * fix: unmangle typo in RGBMLoader
What's the way to load and use RGBD encoded images now ? |
How did you load RGBD textures previously? In general, you need the same approach like with |
I use it for lightmaps, I load them like I would any other texture (as dependencies of a GLTF actually) and set their encoding afterwards. |
@SBRK Feel free to do PR if you end up doing a RGBDLoader 🙏 |
We actually use RGBM7, RGBD is still in our code for some legacy models, but we use RGBM now. The tricky thing is those textures are loaded as dependencies of a GLTF so I'll have to be clever about how to handle this |
* fix: remove RGBM7Encoding and RGBM16Encoding Mirrors mrdoob/three.js#23046 * fix(ColorSpaceNode): remove RGBDEncoding Mirrors mrdoob/three.js#23049 * fix: remove RGBEEncoding and RGBEFormat * fix: remove gammaFactor and GammaEncoding Mirrors mrdoob/three.js#23080 * fix: unmangle typo in RGBMLoader
Related issue: #23039
Description
This PR removes
RGBDEncoding
from the engine. Since no example used it and there is noRGBDLoader
, the removal was straightforward.