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WebGLRenderer: Auto-detect sRGB compressed texture formats. #23124

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merged 2 commits into from
Dec 31, 2021

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@Mugen87 Mugen87 commented Dec 30, 2021

Related issue: see #23116 (comment)

Description

Second attempt of integrating sRGB compressed texture formats. Compared to #23116 this PR automatically detects based on Texture.format and Texture.encoding whether sRGB compressed texture formats should be used or not. E.g. a texture with this setup...

texture.format = THREE.RGBA_S3TC_DXT5_Format;
texture.encoding = THREE.sRGBEncoding;

... will be internally translated to COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT (instead of COMPRESSED_RGBA_S3TC_DXT5_EXT).

@Mugen87 Mugen87 marked this pull request as draft December 30, 2021 19:40
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Mugen87 commented Dec 30, 2021

In order to prevent a double sRGB decode, WebGLPrograms was modified to disable the inline decode. This is something we have to do anyway so I guess this is a good opportunity.

@Mugen87 Mugen87 marked this pull request as ready for review December 30, 2021 19:48
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@donmccurdy donmccurdy left a comment

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Thanks! I like this solution. I'm not sure I understood this part of your earlier comment:

We need an enhancement in WebGLTextures so we can translate the format for both WebGL1 and WebGL 2.

... do we still need some WebGL1-specific workaround here?

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Mugen87 commented Dec 30, 2021

... do we still need some WebGL1-specific workaround here?

The idea is to handle the conversion in WebGLUtils. It works then for WebGL 1 and WebGL 2.

@Mugen87 Mugen87 added this to the r137 milestone Dec 30, 2021
@mrdoob mrdoob merged commit 2e47927 into mrdoob:dev Dec 31, 2021
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mrdoob commented Dec 31, 2021

Thanks!

@joshuaellis joshuaellis mentioned this pull request Jan 3, 2022
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3 participants