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Examples: avoid using linear tone mapping #19712

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merged 1 commit into from
Jun 23, 2020

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WestLangley
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Granted, these changes are a bit subjective, but I think NoToneMapping is a better stub, until the example is modified to warrant a more appropriate tone mapping technique.

@WestLangley WestLangley added this to the r118 milestone Jun 22, 2020
@@ -46,8 +46,7 @@
document.body.appendChild( renderer.domElement );

// tone mapping
//renderer.toneMapping = LinearToneMapping;
//renderer.toneMappingExposure = API.exposure;
renderer.toneMapping = THREE.NoToneMapping;
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Tone mapping was commented out, anyway.

@@ -40,7 +40,7 @@
document.body.appendChild( renderer.domElement );

// tone mapping
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
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This example supports drag-n-drop of EXR MatCap files.

@@ -195,7 +195,7 @@
// At least one regular Pointlight is needed to activate light support
scene.add( new THREE.PointLight( 0xff0000, 0.1, 0.1 ) );

var bloom = new UnrealBloomPass( new THREE.Vector2(), 0.8, 0.6, 0.8 );
var bloom = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 0.8, 0.6, 0.8 );
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Unrelated, but not sure how this ever worked...

@mrdoob mrdoob merged commit 6bb845f into mrdoob:dev Jun 23, 2020
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mrdoob commented Jun 23, 2020

Thanks!

@WestLangley WestLangley deleted the dev_examples_tonemapping branch June 23, 2020 01:22
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2 participants