Hi folks.
First time using Discourse as I’ve usually been able to find the solutions online without having to post questions myself however now i’m tackling something I’ve found very few people posting about.
I’ll run over the basics below
project goal -
1 - To take a range of images in .hdr or .exr format. It’s important they are in full 32 bit color, i can’t use .pngs or jpgs
2 - Load image into THREE.ShaderPass
3 - Compose together the various images to create a Photo realistic image
The issue I’m having is two things.
1
I can load a a .exr using on desktop browsers and it looks lovely…however Android mobile devices get the following error
THREE.WebGLRenderer: OES_texture_float extension not supported.
THREE.WebGLRenderer: OES_texture_half_float extension not supported.
THREE.WebGLRenderer: OES_texture_half_float_linear extension not supported.
THREE.WebGLRenderer: OES_texture_float_linear extension not supported.
THREE.WebGLRenderer: EXT_texture_filter_anisotropic extension not supported.
INVALID_ENUM: texImage2D: invalid type
[.WebGL-0xcd591800]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.
2 -
I can load a hdr using THREE.RGBELoader which loads a image into my custom ShaderPass fow both Desktop , Android and IOS…however it looks very wrong
Does anyone have any ideas or experience in ways of getting these types of image files into a custom shader?
Additional notes - I’ve looked into TinyEXR and was able to load a .exr image into a float32Array and into a canvas
can I use this somehow to then turn it into a THREE.Texture??