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Jul 22, 2019
* removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing #565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (#674) * Switch environment generation from HalfFloat to RGBE (#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * addressing feedback * Remove accidental render target disposal
elalish
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Aug 6, 2019
* removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing #565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (#674) * added new PMREMGenerator * modified MeshStandardShader to show it can work * Switch environment generation from HalfFloat to RGBE (#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * added envmap chunk * updated three's shaders * fixed shaders * shaders compile * fixed all WebGL errors * PMREMGenerator now takes any encoding of input texture * fixed several shader bugs * fixed mipmap generation * fixed maxLod * PMREM mostly working * recreate intermediate targets * fixed mipmap level selection * minor cleanup * addressing feedback * refactored PMREM * cleanup * dispose of temp materials * removed envMap hack * removed android sauce test
elalish
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Aug 13, 2019
* removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing #565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (#674) * added new PMREMGenerator * modified MeshStandardShader to show it can work * Switch environment generation from HalfFloat to RGBE (#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * added envmap chunk * updated three's shaders * fixed shaders * shaders compile * fixed all WebGL errors * PMREMGenerator now takes any encoding of input texture * fixed several shader bugs * fixed mipmap generation * fixed maxLod * PMREM mostly working * recreate intermediate targets * fixed mipmap level selection * minor cleanup * addressing feedback * refactored PMREM * cleanup * dispose of temp materials * removed envMap hack * blurring skybox * HDR skyboxes are now interpolated * reduced skybox resolution to match input * minor cleanup * fixed skybox metadata * reduced cubemapSize, cleanup * updated all environments to 1k * re-enable Android tests * Revert "re-enable Android tests" This reverts commit f743b26. * addressing feedback * Gaussian blur returns a new target
cdata
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Aug 13, 2019
* removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing #565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (#674) * added new PMREMGenerator * modified MeshStandardShader to show it can work * Switch environment generation from HalfFloat to RGBE (#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * added envmap chunk * updated three's shaders * fixed shaders * shaders compile * fixed all WebGL errors * PMREMGenerator now takes any encoding of input texture * fixed several shader bugs * fixed mipmap generation * fixed maxLod * PMREM mostly working * recreate intermediate targets * fixed mipmap level selection * minor cleanup * addressing feedback * refactored PMREM * cleanup * dispose of temp materials * removed envMap hack * blurring skybox * HDR skyboxes are now interpolated * reduced skybox resolution to match input * minor cleanup * fixed skybox metadata * reduced cubemapSize, cleanup * updated all environments to 1k * re-enable Android tests * Revert "re-enable Android tests" This reverts commit f743b26. * addressing feedback * Gaussian blur returns a new target
elalish
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Feb 4, 2020
Remove experimental-pmrem flag (google#591) * removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing google#565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (google#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (google#674) * Switch environment generation from HalfFloat to RGBE (google#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * addressing feedback * Remove accidental render target disposal
elalish
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Feb 4, 2020
New PMREM (google#684) * removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing google#565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (google#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (google#674) * added new PMREMGenerator * modified MeshStandardShader to show it can work * Switch environment generation from HalfFloat to RGBE (google#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * added envmap chunk * updated three's shaders * fixed shaders * shaders compile * fixed all WebGL errors * PMREMGenerator now takes any encoding of input texture * fixed several shader bugs * fixed mipmap generation * fixed maxLod * PMREM mostly working * recreate intermediate targets * fixed mipmap level selection * minor cleanup * addressing feedback * refactored PMREM * cleanup * dispose of temp materials * removed envMap hack * removed android sauce test
elalish
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Feb 4, 2020
Blur skybox (google#695) * removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing google#565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (google#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (google#674) * added new PMREMGenerator * modified MeshStandardShader to show it can work * Switch environment generation from HalfFloat to RGBE (google#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * added envmap chunk * updated three's shaders * fixed shaders * shaders compile * fixed all WebGL errors * PMREMGenerator now takes any encoding of input texture * fixed several shader bugs * fixed mipmap generation * fixed maxLod * PMREM mostly working * recreate intermediate targets * fixed mipmap level selection * minor cleanup * addressing feedback * refactored PMREM * cleanup * dispose of temp materials * removed envMap hack * blurring skybox * HDR skyboxes are now interpolated * reduced skybox resolution to match input * minor cleanup * fixed skybox metadata * reduced cubemapSize, cleanup * updated all environments to 1k * re-enable Android tests * Revert "re-enable Android tests" This reverts commit f743b26. * addressing feedback * Gaussian blur returns a new target
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Reference Issue
Fixes #396
In addition to changing the default, I removed the hemisphere light as I believe its only purpose was to hide an old LDR environment lighting bug that has since been fixed. I also removed all the arbitrary constants I could find relating to lighting.
I also added a top-light to our environment generation to take the place of our default stage light, but we'll need to update our fidelity tests to properly compare.