Fix WebXR lighting estimation page
There were currently two issues with the lighting estimation page: the ambient light was brighter than expected and the reflection map wasn't being rendered onto the sphere. The first issue was likely a result of the sphere's texture having 0 "metalness" and thus being more "stone" like. This caused the light to get applied to a broader area, and thus made it seem more washed out. In addition, we now also set the intensity of the light probe to 1 each frame. While this likely doesn't impact the ambient light intensity, it is a better pattern having it mirror what happens with the directional light. The second was partially due to the metalness value (nothing reflects with a metalness of 0); however, the environment map wasn't actually getting set up in Three's renderer. There's also two additional issues that are fixed here. The first is that the reflectionchange event was incorrectly subscribed (both the name and to the wrong object). However, even with that fixed there is some form of known issue with the event, that means we instead need to rely on a simple interval timer. Finally, this change also ensures that the appropriate GL extensions are enabled for the two possible texture types that we support. Fixed: 1151501,1151491 Change-Id: Id6ff4f5e4cc237a5e9c4a8aefb82a96827a48205 Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/2587554 Auto-Submit: Alexander Cooper <alcooper@chromium.org> Commit-Queue: Brandon Jones <bajones@chromium.org> Reviewed-by:Brandon Jones <bajones@chromium.org> Cr-Commit-Position: refs/heads/master@{#836349}
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