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GroundedSkybox: Fix UVs being flipped #27500

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merged 2 commits into from
Jan 9, 2024

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hybridherbst
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Related issue: #27422, cc @elalish

Description

The current implementation had flipped UVs compared to using the same texture as environment.background and environment.image, which also resulted in flipped lighting.

I brought the GUI back and added a toggle to switch back and forth now :)
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This contribution is funded by Needle

@hybridherbst
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hybridherbst commented Jan 4, 2024

Hm, may actually need to use the same logic as scene.background to decide if to flip:

boxMesh.material.uniforms.flipEnvMap.value = 
    ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;

@Mugen87
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Mugen87 commented Jan 4, 2024

Regarding WebGLBackground: The flip depends on the texture type since textures of cube render targets have px/nx flipped.

@hybridherbst
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I see – then I think flipping here as currently in the PR is always correct for the supported case (an equirectangular texture is passed in), don't think passing in a cubemap would be expected to work for now.

@Mugen87 Mugen87 added this to the r161 milestone Jan 8, 2024
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Mugen87 commented Jan 8, 2024

@elalish
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elalish commented Jan 8, 2024

Ah, good catch! I totally missed that reversal in my model-viewer examples. I don't rely on cube map inputs, so this is fine, but it seems like adding that flip is still a good idea. Might as well make cube maps work too if it's easy.

@Mugen87 Mugen87 merged commit c46ef18 into mrdoob:dev Jan 9, 2024
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AdaRoseCannon pushed a commit to AdaRoseCannon/three.js that referenced this pull request Jan 15, 2024
* GroundedSkybox: Fix UVs being flipped

* fix deepscan issue
@hybridherbst hybridherbst deleted the fix/grounded-skybox-uv-flip branch January 18, 2024 18:19
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3 participants