I’ve been using PMREM recently and I realized THREE.JS internally uses Cube-UV-Map (idk if it’s the general term or THREEJS specific) which is a projection of multi-level cubemap into plane 2d texture.
As far as I know it’s advantageous to use just multi-level Cubemap instead of Cube-UV-Map to store pre filtered environment maps. I also saw some possibility of simplifying PMREMGenerator.js by using somewhat more natural texture format for the situation.
My question is
- Are there reasons for using Cube-UV-Map format?
- If not, can I make a PR addressing this issue? I’ve been already customizing PMREMGenetaro.js originally to use for my own project but I’d love to change direction if I can contribute.