This is not a problem, it's simply a question.
Currently, I am working on a terrain project using an atlas texture. In order to reduce color bleeding, I am planning to create mipmaps externally and then apply them to the terrain texture.
At the moment, I am utilizing...
terrainTexture = THREE.ImageUtils.loadTexture
...to load each mipmap level and combine them with the base texture at level 0...
terrainTexture.mipmaps[mipsTexs[tex.sourceFile]] = tex.image;
...where mipsTexs is an array that helps me keep track of the position of each texture.
The issue I'm facing is that when I manually feed in the mipmaps, the terrain appears all black, while using WebGL-generated mipmaps results in colored terrain with color bleeding artifacts.
In the examples provided, there is only one instance of manual mipmapping, but the mipmaps are created as canvases. I am wondering if the all-black appearance could be due to using JS Images instead of Canvases.