why does the scene looks different when using line 17 instead of 18? and what does that mean? what is correct?
Line 24: why does the scene looks different when using .clone() instead of using the same reference. For some reason some official PG use clone…
On my local development using environment.dds I dont get any errors, but using any other .dds from the github textures folder I get this error:
that also happens when I use Runyon_Canyon_A_2k_cube_specular.dds (the one I am using in th PG)
So… does it make sense to use the assetmanager for this case? if I use line 17 …line 17 is using directly the .dds file on my assets folder right? and the loaded cube Texture is then never used? or I am missunderstanding something.? If so…how do i Make sure to use the loaded Texture for CreatefromPreFilteredData?
hi @sebavan So, I uploaded everything to glitch, line 63, works and line 62 throws me the same error as in my local development. Both .dds are being hosted in my github and I got them from the babylon repository.
I have the very same setups in babylon playground and in glitch.
babylon PG works with both .dds files and glitch only with one the .dds files.
But for simplicity we can stay in the playground that I updated https://playground.babylonjs.com/#Y7XMAR#39
my github texture is the same i downloaded from the babylon folder and it doesnt work.
i am prefiltering in line 19,
… thanks!
And I was using the glitch thing to “try to prove” that it wasnt a server problem, since one .dds works there but the other doesnt… Both .dds are in the same github folder …