Setting a scene’s background property to a texture fills the background stretching the texture.
But I’d like it to display at the resolution of the texture, tiling it (having THREE.MirroredRepeatWrapping). What is the simplest way to achieve that?
Setting a scene’s background property to a texture fills the background stretching the texture.
But I’d like it to display at the resolution of the texture, tiling it (having THREE.MirroredRepeatWrapping). What is the simplest way to achieve that?
This is maybe a start although it’s not a solution for the tiling requirement: