# Loading lightmap issue

**URL:** <https://discourse.threejs.org/t/loading-lightmap-issue/18882>\
**Category:** Questions\
**Tags:** lightmap, blender\
**Created:** [September 21, 2020, 10:02am UTC](https://discourse.threejs.org/t/loading-lightmap-issue/18882 "2020-09-21T10:02:42Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![RichardBao](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/richardbao/32/13319_2.png) [@RichardBao](https://discourse.threejs.org/u/RichardBao)\
**Post date:** [September 21, 2020, 10:02am UTC](https://discourse.threejs.org/t/loading-lightmap-issue/18882/1 "2020-09-21T10:02:42Z")

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Hi guys, i am new to threejs.  
i was testing loading lightmaps.  
i am following the document and my lightmap has some position offset.  
i baked my lightmap using blender on the second uv.  
HERE is the weird lightmap result.(the lightmap seems to be a little bit offset to the left)

 ![481A50DA-2D76-497e-8C5A-19195F933EE4](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/2X/0/0ccf231fdd2af1a9d6ccbd7502e053128e84bb76.jpeg)

here is the scene i made in blender, and the lightmap i baked in blender.

 ![image](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/2X/d/da6ce87aae6ceb85e987fabdcf13dc6dfaab3d36.jpeg)  
 ![image](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/2X/d/da1b6e5cd2daa2e5af77cc31bf1c222058939f93.jpeg)

any ideas where i made it wrong?

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<div class="post-metadata">

**Author:** ![Mugen87](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/mugen87/32/5645_2.png) [@Mugen87](https://discourse.threejs.org/u/Mugen87)\
**Post date:** [September 21, 2020, 11:12am UTC](https://discourse.threejs.org/t/loading-lightmap-issue/18882/2 "2020-09-21T11:12:02Z")

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> [@RichardBao](#):
>
> any ideas where i made it wrong?

It seems the texture coordinates do not match. I suggest you export the meshes via glTF and then load the light map separately via `TextureLoader`.

When using glTF with an additional light map, you have to set `lightMap.flipY = false;` in order to accommodate the uv conventions of glTF.
