First, a huge thank you to all involved in developing threejs.
Is it currently possible to set up a material that samples the envMap at a single point and uses that color on the entire triangular face, so that the reflective envMap also looks flat? Playing with minFilter, magFilter, flatShade doesn’t work, since the reflections are calculated correctly and/or interpolated, no matter what.
As to the sampling point, I think to get the shading consistent between adjoining coplanar faces, the natural method would be to reflect the camera incident ray off the face normal at the point sitting in the center of the envMap, so that the sampling doesn’t depend on spatial position of the face, just its face normal.
If currently not possible, can I get some advice on maybe if/how I can attempt to modify an existing shader model, keeping in mind I am a complete novice to shaders but don’t mind diving in, if it is feasible to accomplish what I tried to explain. Thank you.