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WebGLRenderer: Remove gammaFactor and GammaEncoding. #23080
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This sounds good to me 👍 |
While we are refactoring/cleaning up all this... Maybe we can set ouputEncoding to |
I guess I would do this after #23019 is being resolved and the entire color space/tone mapping workflow works as expected. |
Sounds good! 👍 |
Thanks! We could also remove the copyGamma / convertGamma methods in THREE.Color I think. Please hold off on changing the default outputEncoding a bit longer, yes.👍 |
We may want a few more over time (Display P3 when WebGL gets support?) but this sounds good for now. |
Maybe in a separate PR so this one does not get too big. |
Merging this for now. |
Yes.
No, that is not correct, but the issue can be discussed later. |
Thanks! |
…ear, convertLinearToGamma. See: mrdoob#23080
Following up in #23082. |
…ear, convertLinearToGamma. See: mrdoob#23080
* Color: Remove copyGammaToLinear, copyLinearToGamma, convertGammaToLinear, convertLinearToGamma. See: #23080 * Color: Update docs for removed methods.
* 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
* 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: -
Description
This PR removes
WebGLRenderer.gammaFactor
andTHREE.GammaEncoding
.I think the only values
WebGLRenderer.outputEncoding
should accept areTHREE.sRGBEncoding
andTHREE.LinearEncoding
(withTHREE.sRGBEncoding
as the future default).Users who want a special gamma correction have to use post processing and a custom version of
GammaCorrectionShader
now.Supporting
THREE.GammaEncoding
forTexture.encoding
seems not necessary to me. It should be safe when the renderer assumes only textures withTHREE.sRGBEncoding
orTHREE.LinearEncoding
are processed by its internal logic.