Closed
Description
Description
This is something that has bothered me for a while: when using a texture for scene.background, it ends up being blurrier than the same texture just used on a regular sphere.
I accidentally found a good way to see the issue/demonstrate it while looking into GroundedSkybox.
Reproduction steps
A demonstration is using a high-frequency texture such as https://dl.polyhaven.org/file/ph-assets/HDRIs/hdr/2k/dikhololo_night_2k.hdr as scene.background vs. on a sphere or on GroundedSkybox with MeshBasicMaterial.
- go to this PR to get the toggling functionality
- change the texture URL to the one above
- change the radius to 10000 and camera far to 10000 to get ~the same screen space size
- toggling back and forth between them
I think this may be caused by trilinear sampling vs. bilinear sampling to support blurriness, but I don't think the quality difference should be so big.
Screenshots
Version
r161dev