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Description
Describe the bug
In #23129, the outputEncoding is calculated differently from before. I believe the previous way is correct.
To Reproduce
See following code and fiddle.
Code
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.setPixelRatio( window.devicePixelRatio );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.PlaneGeometry( 2, 2 );
const material = new THREE.MeshBasicMaterial();
const mesh = new THREE.Mesh( geometry, material );
const renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { encoding: THREE.sRGBEncoding } );
const camera = new THREE.OrthographicCamera();
camera.position.set( 0, 0, 1 );
new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/crate.gif', (texture) => {
texture.encoding = THREE.sRGBEncoding;
material.map = texture;
renderer.setRenderTarget( renderTarget );
renderer.render( mesh, camera );
material.map = renderTarget.texture;
renderer.setRenderTarget( null );
renderer.render( mesh, camera );
} );Live example
Expected behavior
dev should behave the same as r136.
Screenshots
Platform:
- Device: Desktop
- OS: Linux
- Browser: Chrome
- Three.js version: dev
Mugen87

