hi every one,
i have this code
scene = new THREE.Scene();
const texture = new THREE.TextureLoader()
.setPath('./files/models/')
.load('lr2.jpg', function (texture) {
console.log(texture);
var envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.background = envMap;
scene.environment = envMap;
var roughnessMipmapper = new RoughnessMipmapper(renderer);
var loader = new GLTFLoader().setPath('./files/models/ravioli/');
loader.load('scene.gltf', function (gltf) {
gltf.scene.traverse(function (child) {
if (child.isMesh) {
roughnessMipmapper.generateMipmaps(child.material);
}
});
scene.add(gltf.scene);
roughnessMipmapper.dispose();
render();
});
});
texture.minFilter = THREE.LinearFilter;
texture.encoding = THREE.sRGBEncoding;
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setClearColor( 0xffffff, 0);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 0.8;
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild(renderer.domElement);
but after run , i see awful quality for background image, how can i fix that?
sorry for my poor english language.