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PMREMGenerator: Set minFilter to NearestFilter. #23468
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Huh, good question. I don't have a clear idea what would trigger the max vs min filter in this case; the pixel derivatives will be pretty crazy. Best bet is to look at a nice mirror ball (zero roughness) before and after and see if the reflection looks worse. If you can't tell a difference, then I guess it's fine. |
This PR noticeably changed the visual result of https://threejs.org/examples/webgl_pmrem_test Is the new output considered as correct? |
It seems other examples are also affected: https://threejs.org/examples/webgl_loader_gltf |
@Mugen87 Both of those examples are positively identical on my macbook. Can you share screenshots and what GPU you're testing on? |
I also see a difference with a Pixel 4a and latest Chrome. |
I can reproduce 👍 |
It's also worth noting that #23428 changed the cubeuv configuration so the renders will change sligthly from 137 to 138:
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As for the change; the pixel values themselves should all be identical, merely arranged differently. So any difference should be scrutinized. I'm still having trouble seeing the differences in those renders; can someone circle something? |
I guess @Mugen87 and I have super eyes at this point 😁 |
There are less pixels now. The tiles are squashed vertically. |
No, they only look squashed. The new texture is larger than the old. And not square. |
Ahh, I see. I'll have to update the debug code with the new size then. |
Related issue: google/model-viewer#3145
Description
@kenrussell suggested this workaround for cases where users override the
texture.anisotropy
setting from the Nvidia settings panel which produce seams when generating the atlas.@elalish Can you think of any side effects this PR may have?