Automatically resizing textures in Three.JS with WebGL

Seeking assistance to overcome a challenge :) I am using Three.JS to showcase high-resolution equirectangular images on a sphere (20000x10000 pixels). Image quality is crucial for my web application, and bandwidth is not a concern. My issue is that ThreeJS resizes images due to the WebGL MaxTextureSize limit being exceeded. Is there a method to bypass this limitation? Perhaps by dividing textures into multiple parts? What would be the most effective approach to tackle this problem?

Thank you and have a wonderful day!

Alex

Answer №1

You won't be able to surpass this set limit, as that defeats the purpose of having a limit in place. However, you can check out to see the maximum capabilities of your target devices (specifically under Textures > Max Texture Size) and adjust your textures accordingly.

For example, if the iPhone 6 has a cap of 4096x4096, you would need to divide it into multiple meshes to fit within dimensions like 20480. How you handle this will vary depending on the limitations of each user's graphics card.

Another option is to use smaller images instead of one large equirectangular image mapped onto a sphere. You could opt for using 6 smaller images and map them into either a Cube or a CubeTexture. Tools like the HDRI to CubeMap converter can help you achieve this. By loading these 6 images and letting Three.js handle the rest, you can potentially showcase higher resolutions on devices that support it while scaling down textures for those that cannot.

Answer №2

Check out this interesting link: Splitting them up can provide a more dynamic experience, allowing for creativity with each individual face.

All you need to do is adjust the position (x, y, z) and rotation (x, y, z) of each face based on the specific dimensions provided in the 24 plans.

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