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WebGLRenderer: Remove RGBDEncoding. #23049

Merged
merged 1 commit into from
Dec 21, 2021
Merged

WebGLRenderer: Remove RGBDEncoding. #23049

merged 1 commit into from
Dec 21, 2021

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Mugen87
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@Mugen87 Mugen87 commented Dec 18, 2021

Related issue: #23039

Description

This PR removes RGBDEncoding from the engine. Since no example used it and there is no RGBDLoader, the removal was straightforward.

@donmccurdy
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donmccurdy commented Dec 19, 2021

I have a couple questions about the goals here, please see #23039 (comment). Thanks!

@donmccurdy
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My concerns in #23039 have been addressed, no objections here. 👍

@mrdoob mrdoob added this to the r136 milestone Dec 21, 2021
@mrdoob mrdoob merged commit e1b3f17 into mrdoob:dev Dec 21, 2021
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mrdoob commented Dec 21, 2021

Thanks!

drcmda pushed a commit to pmndrs/three-stdlib that referenced this pull request Jan 1, 2022
* 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
@joshuaellis joshuaellis mentioned this pull request Jan 3, 2022
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@SBRK
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SBRK commented Jan 18, 2022

What's the way to load and use RGBD encoded images now ?

@Mugen87
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Mugen87 commented Jan 18, 2022

How did you load RGBD textures previously?

In general, you need the same approach like with RGBMLoader meaning decoding RGBE right after the loading process and then store the result in a (half) float texture.

@SBRK
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SBRK commented Jan 19, 2022

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.
I'll have a look at RGBMLoader, thanks.

@mrdoob
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mrdoob commented Jan 19, 2022

@SBRK Feel free to do PR if you end up doing a RGBDLoader 🙏

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SBRK commented Jan 24, 2022

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

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4 participants