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It appears that the editor currently assumes background textures use the working color space, LinearSRGBColorSpace. That's probably correct for .exr or .hdr textures, but it's unlikely that non-HDR textures in PNG/JPG/WebP/AVIF/... formats will be linear. We should assume that these formats are sRGB, like material.map.
The incorrect (lighter) output in the issue report is the result expected if we set background.colorSpace to NoColorSpace or LinearSRGBColorSpace, when it should be SRGBColorSpace.
I've checked that fog and tone mapping are not involved in this case. We can get the same result by doing a linear-to-sRGB conversion on the already-srgb input:
If we know from context (scene.background) that it's a color texture, then I think a solid default choice would be sRGB for 8-bit textures and Linear-sRGB for >=16-bit textures. If we want to do (2) as well that's even better.
I would avoid the HDR/SDR terms in this UI, I think they're too ambiguous.
Description
Originally reported in:
https://discourse.threejs.org/t/scene-texture-background-is-lighter-than-image-used/38362
It appears that the editor currently assumes background textures use the working color space, LinearSRGBColorSpace. That's probably correct for .exr or .hdr textures, but it's unlikely that non-HDR textures in PNG/JPG/WebP/AVIF/... formats will be linear. We should assume that these formats are sRGB, like
material.map
.The incorrect (lighter) output in the issue report is the result expected if we set background.colorSpace to NoColorSpace or LinearSRGBColorSpace, when it should be SRGBColorSpace.
I've checked that fog and tone mapping are not involved in this case. We can get the same result by doing a linear-to-sRGB conversion on the already-srgb input:
Reproduction steps
Code
n/a
Live example
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Screenshots
Expected
Actual
Version
r174
Device
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