I have implemented the following code snippet in a class to set up the renderer:
// initializing the renderer
this.renderer = new THREE.WebGLRenderer( { antialias: true });
this.renderer.setClearColor (0xffffff, 1); // setting background color
this.renderer.outputEncoding = THREE.sRGBEncoding;
this.renderer.toneMapping = THREE.ACESFilmicToneMapping;
this.renderer.toneMappingExposure = 1;
this.renderer.physicallyCorrectLights = true;
The next piece of code is used to add a white image as the background in the scene:
var texture11 = new THREE.TextureLoader().load("https://www.publicdomainpictures.net/pictures/30000/velka/plain-white-background.jpg");
this.scene.background = texture11 ;
However, when utilizing toneMapping
, the white image appears grey in the rendered scene shown below:
https://i.sstatic.net/aGEGy.png
Is there a way to maintain the original color of the image during rendering?