Update:
I’ve added hdr output support, also if any one would like to know how to save hdr via javascript, check out my test project at https://github.com/matheowis/threejs-canvas-save-as-hdr , I’ve even wrote a simple tutorial in README.md
Yes!!!.. Thank you thank you thank you!! This rocks! You rock!
Edit: D’oh!.. Is there any way (please please please) that you could have an option to keep HDR and save out HDR cube maps separate (xn.hdr, xp.hdr, yn.hdr, yp.hdr, zn.hdr, zp.hdr)? You do this, and you will be my new bff.
Please look into it if you can. Maybe it is a snap to do this… I’m sure I am not alone and others who do HDR in three would love this if you could swing it.
Thanks. But holy smokes, after playing with it for bit, that thing is a nightmare to work with. MateuszWis, please see if you can get HDR output working, and the bff deal will be in effect.
Hey, @MateuszWis. Really glad it supports HDRI now!
Are you mapping the textures differently when you upload a JPG vs when you upload an HDR image? When I upload a JPG, I’m getting pinching at the poles, but when I upload an HDR the pinching is gone, even though both images are equirectangular.
Ah, that’s right! It’s not the JPEG compression, but minification filtering.
In userTexture.js you’re applying tex.minFilter = NearestFilter; to HDR formats only. Once I added that filtering method to the other format, the pinching at the poles was gone.
Could be a number of things. I doubt it has anything to do with the exporter, I’ve used it before and it works well. Any chance you could post an example on JSFiddle.net so people can test it and help you out?