thats just the RGBELoader source.
For anyone looking at this problem and since threejs devs always abandon threads half way (leaving devs to fend for themselves in this maze), this is how you do it
const updateLightmap = (mat, lmap, flipY, config) =>{
lmap.flipY = flipY; // true / false
mat.lightMap = lmap; // texture
mat.lightMapIntensity = config?.intensity || 1;
mat.needsUpdate = true;
}
rgbeloader.load(`lightmap.hdr`, ( texture =>{
updateLightmap(scn.material, texture, false, {intensity: 1});
}));
that should work