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chubei-oppen edited this page Mar 16, 2022 · 13 revisions

r136-dev -> r137-dev

NOTE: We still do sRGB decoding in GLSL in WebGL1 context, for supporting platforms without sRGB extension.

See Migration Guide r136 -> r137.

dev -> r136-dev

NOTE: We still support HDR workflow without floating point texture extensions. You need to set RGBELoader and HDRCubeTextureLoader's data type to UnsignedByteType. PMREMGenerator still uses RGBEFormat.

Besides Migration Guide r115 -> r136:

  • Scene.bgToneMapped now defaults to true. It used to default to false.
  • platform now requires AudioContext, fetch, Request, Headers, createElementNS, requestAnimationFrame, cancelAnimationFrame. It used to require window(only .AudioContext, .URL and EventTarget), document(only .createElementNS and EventTarget), XMLHttpRequest, atob.
  • lowerNormalMap of MeshStandardMaterial no longer affects uv transform.
  • f90 of MeshPhysicalMaterial is removed(TBD).
  • WebGLRenderer.setClearColor and Scene.background now assumes the Color passed to them is in sRGB color space. When WebGLRenderer.render is called, the color will be converted to respect output encoding (WebGLRenderer.outputEncoding or render target texture encoding). However, WebGLRenderer.clear still directly calls WebGLRenderingContext.clear and does not perform color space conversion. If you want to clear the framebuffer in an encoding aware way, use WebGLRenderer.clearEncodingAware.
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