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5 changes: 1 addition & 4 deletions examples/jsm/loaders/HDRCubeTextureLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -6,8 +6,7 @@ import {
HalfFloatType,
LinearEncoding,
LinearFilter,
Loader,
RGBFormat
Loader
} from '../../../build/three.module.js';
import { RGBELoader } from '../loaders/RGBELoader.js';

Expand Down Expand Up @@ -46,7 +45,6 @@ class HDRCubeTextureLoader extends Loader {
case FloatType:

texture.encoding = LinearEncoding;
texture.format = RGBFormat;
texture.minFilter = LinearFilter;
texture.magFilter = LinearFilter;
texture.generateMipmaps = false;
Expand All @@ -55,7 +53,6 @@ class HDRCubeTextureLoader extends Loader {
case HalfFloatType:

texture.encoding = LinearEncoding;
texture.format = RGBFormat;
texture.minFilter = LinearFilter;
texture.magFilter = LinearFilter;
texture.generateMipmaps = false;
Expand Down
8 changes: 3 additions & 5 deletions examples/jsm/loaders/LUTCubeLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,6 @@ import {
Vector3,
DataTexture,
DataTexture3D,
RGBFormat,
UnsignedByteType,
ClampToEdgeWrapping,
LinearFilter,
Expand Down Expand Up @@ -77,7 +76,7 @@ export class LUTCubeLoader extends Loader {
// more precision than can be captured with Uint8Array.
const sizeToken = split[ 1 ];
size = parseFloat( sizeToken );
data = new Uint8Array( size * size * size * 3 );
data = new Uint8Array( size * size * size * 4 );
break;
case 'DOMAIN_MIN':
domainMin.x = parseFloat( split[ 1 ] );
Expand Down Expand Up @@ -107,7 +106,8 @@ export class LUTCubeLoader extends Loader {
data[ currIndex + 0 ] = r * 255;
data[ currIndex + 1 ] = g * 255;
data[ currIndex + 2 ] = b * 255;
currIndex += 3;
data[ currIndex + 3 ] = 255;
currIndex += 4;

}

Expand All @@ -117,7 +117,6 @@ export class LUTCubeLoader extends Loader {
texture.image.data = data;
texture.image.width = size;
texture.image.height = size * size;
texture.format = RGBFormat;
texture.type = UnsignedByteType;
texture.magFilter = LinearFilter;
texture.minFilter = LinearFilter;
Expand All @@ -131,7 +130,6 @@ export class LUTCubeLoader extends Loader {
texture3D.image.width = size;
texture3D.image.height = size;
texture3D.image.depth = size;
texture3D.format = RGBFormat;
texture3D.type = UnsignedByteType;
texture3D.magFilter = LinearFilter;
texture3D.minFilter = LinearFilter;
Expand Down
15 changes: 7 additions & 8 deletions examples/jsm/loaders/RGBELoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -4,8 +4,7 @@ import {
FloatType,
HalfFloatType,
LinearEncoding,
LinearFilter,
RGBFormat,
LinearFilter
} from '../../../build/three.module.js';

// https://github.com/mrdoob/three.js/issues/5552
Expand Down Expand Up @@ -342,6 +341,7 @@ class RGBELoader extends DataTextureLoader {
destArray[ destOffset + 0 ] = sourceArray[ sourceOffset + 0 ] * scale;
destArray[ destOffset + 1 ] = sourceArray[ sourceOffset + 1 ] * scale;
destArray[ destOffset + 2 ] = sourceArray[ sourceOffset + 2 ] * scale;
destArray[ destOffset + 3 ] = 1;

};

Expand All @@ -354,6 +354,7 @@ class RGBELoader extends DataTextureLoader {
destArray[ destOffset + 0 ] = DataUtils.toHalfFloat( Math.min( sourceArray[ sourceOffset + 0 ] * scale, 65504 ) );
destArray[ destOffset + 1 ] = DataUtils.toHalfFloat( Math.min( sourceArray[ sourceOffset + 1 ] * scale, 65504 ) );
destArray[ destOffset + 2 ] = DataUtils.toHalfFloat( Math.min( sourceArray[ sourceOffset + 2 ] * scale, 65504 ) );
destArray[ destOffset + 3 ] = DataUtils.toHalfFloat( 1 );

};

Expand All @@ -377,32 +378,30 @@ class RGBELoader extends DataTextureLoader {
case FloatType:

numElements = image_rgba_data.length / 4;
const floatArray = new Float32Array( numElements * 3 );
const floatArray = new Float32Array( numElements * 4 );

for ( let j = 0; j < numElements; j ++ ) {

RGBEByteToRGBFloat( image_rgba_data, j * 4, floatArray, j * 3 );
RGBEByteToRGBFloat( image_rgba_data, j * 4, floatArray, j * 4 );

}

data = floatArray;
format = RGBFormat;
type = FloatType;
break;

case HalfFloatType:

numElements = image_rgba_data.length / 4;
const halfArray = new Uint16Array( numElements * 3 );
const halfArray = new Uint16Array( numElements * 4 );

for ( let j = 0; j < numElements; j ++ ) {

RGBEByteToRGBHalf( image_rgba_data, j * 4, halfArray, j * 3 );
RGBEByteToRGBHalf( image_rgba_data, j * 4, halfArray, j * 4 );

}

data = halfArray;
format = RGBFormat;
type = HalfFloatType;
break;

Expand Down
31 changes: 9 additions & 22 deletions examples/jsm/loaders/VRMLLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,6 @@ import {
PointsMaterial,
Quaternion,
RGBAFormat,
RGBFormat,
RepeatWrapping,
Scene,
ShapeUtils,
Expand Down Expand Up @@ -1265,6 +1264,7 @@ class VRMLLoader extends Loader {
color.r = value;
color.g = value;
color.b = value;
color.a = 1;
break;

case TEXTURE_TYPE.INTENSITY_ALPHA:
Expand All @@ -1281,6 +1281,7 @@ class VRMLLoader extends Loader {
color.r = parseInt( '0x' + hex.substring( 2, 4 ) );
color.g = parseInt( '0x' + hex.substring( 4, 6 ) );
color.b = parseInt( '0x' + hex.substring( 6, 8 ) );
color.a = 1;
break;

case TEXTURE_TYPE.RGBA:
Expand Down Expand Up @@ -1348,40 +1349,26 @@ class VRMLLoader extends Loader {
const height = fieldValues[ 1 ];
const num_components = fieldValues[ 2 ];

const useAlpha = ( num_components === 2 || num_components === 4 );
const textureType = getTextureType( num_components );

const size = ( ( useAlpha === true ) ? 4 : 3 ) * ( width * height );
const data = new Uint8Array( size );
const data = new Uint8Array( 4 * width * height );

const color = { r: 0, g: 0, b: 0, a: 0 };

for ( let j = 3, k = 0, jl = fieldValues.length; j < jl; j ++, k ++ ) {

parseHexColor( fieldValues[ j ], textureType, color );

if ( useAlpha === true ) {
const stride = k * 4;

const stride = k * 4;

data[ stride + 0 ] = color.r;
data[ stride + 1 ] = color.g;
data[ stride + 2 ] = color.b;
data[ stride + 3 ] = color.a;

} else {

const stride = k * 3;

data[ stride + 0 ] = color.r;
data[ stride + 1 ] = color.g;
data[ stride + 2 ] = color.b;

}
data[ stride + 0 ] = color.r;
data[ stride + 1 ] = color.g;
data[ stride + 2 ] = color.b;
data[ stride + 3 ] = color.a;

}

texture = new DataTexture( data, width, height, ( useAlpha === true ) ? RGBAFormat : RGBFormat );
texture = new DataTexture( data, width, height );
texture.needsUpdate = true;
texture.__type = textureType; // needed for material modifications
break;
Expand Down