Help with preprocessing an envMap with PMREMGenerator

I’m trying to understand how to preprocess envMaps correctly with the PMREMGenerator.

My current situation:

I create a PMREM immediately after setting up my scene, and compile its equirectangular shader (that compile step is not clear to me, but that’s what I’ve seen in examples):

 this.mPmremGenerator = new THREE.PMREMGenerator(this.mRenderer);
this.mPmremGenerator.compileEquirectangularShader();

Next, I use TextureLoader to load the envmap texture, and in its callback, I use fromEquirectangular to preprocess the envmap into a RenderTarget, and extract the new texture from it and return it.

private preprocessEnvMap(pEnvMap: Texture) { 
     const WorldContext.mainScene.pmremGenerator;
     return aPmremGenerator.fromEquirectangular(pEnvMap).texture;
}

Finally, I take the returned texture, assign it as my material’s envMap, and call the material’s needsUpdate = true.

The result is that I get a shader error:

THREE.WebGLProgram: shader error:  0 35715 false gl.getProgramInfoLog No compiled fragment shader when at least one graphics shader is attached.

Help will be much appreciated,

Thanks

EDIT:

My envmap is equirectnagular, not a cubemap.
I noticed that PMREMGenerator gives the texture it creates a name containing “cubeUv”. What’s the explanation for that?

Also, the image property of the returned texture only has its width and height set, and nothing else.

In favor of anyone experiencing this issue as well in the future, I link here to the post I’ve posted in SO: