Hi @jrlazz ,
Yessir, this is a great solution as well. I do like the idea of keeping the glsl
code in a separate script which I will be using. Thank you!
Hi @jrlazz ,
Yessir, this is a great solution as well. I do like the idea of keeping the glsl
code in a separate script which I will be using. Thank you!
Hi @Vardan_Betikyan ,
Thank You for the comment
I have made small changes in the page, creating a mesh.
PS: If You change the fragmentShader code to:
if(vNormal.z<0.0) color=vec3(0.9,0.3,0.0);
You will get this:
https://jrlazz.eu5.org/anim/image_on_sphere_a.html
sRGBEncoding is missing in latest threejs installation, didn’t you get that error
sRGBEncoding is deprecated. You have to use THREE.SRGBColorSpace
So, something like this?
texture.encoding = THREE.SRGBColorSpace
Not quite, that’s how you use it now.
renderer.outputColorSpace = THREE.SRGBColorSpace;
This applies to both renderers WebGL and WebGPU. I hope this helps you further