use avif to reduce textures size
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42
main.js
42
main.js
@@ -80,12 +80,12 @@ const scene = new THREE.Scene();
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scene.background = new THREE.CubeTextureLoader(loadMngr)
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.setPath( 'textures/calm-sea-skybox/' )
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.load( [
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'ft.jpg',
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'bk.jpg',
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'up.jpg',
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'dn.jpg',
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'rt.jpg',
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'lf.jpg',
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'ft.avif',
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'bk.avif',
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'up.avif',
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'dn.avif',
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'rt.avif',
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'lf.avif',
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] );
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scene.backgroundBlurriness = 0.03;
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scene.backgroundIntensity = 1.4;
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@@ -102,10 +102,10 @@ const mazeCollisionner = new THREE.Group();
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// Maze
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const wallMaterial = new THREE.MeshStandardMaterial({
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map : loader.load('textures/Poly-cobblestone-wall/color_map.jpg'),
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normalMap : loader.load('textures/Poly-cobblestone-wall/normal_map_opengl.jpg'),
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aoMap : loader.load('textures/Poly-cobblestone-wall/ao_map.jpg'),
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roughnessMap : loader.load('textures/Poly-cobblestone-wall/roughness_map.jpg'),
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map : loader.load('textures/Poly-cobblestone-wall/color_map.avif'),
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normalMap : loader.load('textures/Poly-cobblestone-wall/normal_map_opengl.avif'),
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aoMap : loader.load('textures/Poly-cobblestone-wall/ao_map.avif'),
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roughnessMap : loader.load('textures/Poly-cobblestone-wall/roughness_map.avif'),
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roughness : 1
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})
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@@ -139,11 +139,11 @@ function repeatGroundMaterial (texture) {
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texture.repeat.set(mazeWidth / 4, mazeWidth / 4)
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}
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const groundMaterial = new THREE.MeshStandardMaterial({
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map : loader.load('textures/angled-blocks-vegetation/albedo.png', repeatGroundMaterial),
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aoMap : loader.load('textures/angled-blocks-vegetation/ao-roughness-metalness.png', repeatGroundMaterial),
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metalnessMap: loader.load('textures/angled-blocks-vegetation/ao-roughness-metalness.png', repeatGroundMaterial),
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normalMap : loader.load('textures/angled-blocks-vegetation/normal-dx.png', repeatGroundMaterial),
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roughnessMap: loader.load('textures/angled-blocks-vegetation/ao-roughness-metalness.png', repeatGroundMaterial),
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map : loader.load('textures/angled-blocks-vegetation/albedo.avif', repeatGroundMaterial),
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aoMap : loader.load('textures/angled-blocks-vegetation/ao-roughness-metalness.avif', repeatGroundMaterial),
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metalnessMap: loader.load('textures/angled-blocks-vegetation/ao-roughness-metalness.avif', repeatGroundMaterial),
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normalMap : loader.load('textures/angled-blocks-vegetation/normal-dx.avif', repeatGroundMaterial),
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roughnessMap: loader.load('textures/angled-blocks-vegetation/ao-roughness-metalness.avif', repeatGroundMaterial),
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/*hexTiling : {
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patchScale: 1,
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useContrastCorrectedBlending: true,
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@@ -204,7 +204,7 @@ const ocean = new Water(waterGeometry, {
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textureWidth : 512,
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textureHeight: 512,
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waterNormals : loader.load(
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'textures/waternormals.jpg',
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'textures/waternormals.avif',
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function (texture) {
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texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
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}
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@@ -302,15 +302,15 @@ function repeatRaftMaterial(texture) {
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texture.repeat.set(2, 1)
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}
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const raftMaterial = new THREE.MeshStandardMaterial({
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map: loader.load("textures/Poly-wood/color_map.jpg", repeatRaftMaterial),
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aoMap: loader.load("textures/Poly-wood/ao_map.jpg", repeatRaftMaterial),
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normalMap: loader.load("textures/Poly-wood/normal_map_opengl.jpg", repeatRaftMaterial),
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map: loader.load("textures/Poly-wood/color_map.avif", repeatRaftMaterial),
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aoMap: loader.load("textures/Poly-wood/ao_map.avif", repeatRaftMaterial),
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normalMap: loader.load("textures/Poly-wood/normal_map_opengl.avif", repeatRaftMaterial),
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normalScale : new THREE.Vector2(2, 2),
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roughnessMap: loader.load("textures/Poly-wood/roughness_map.jpg", repeatRaftMaterial),
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roughnessMap: loader.load("textures/Poly-wood/roughness_map.avif", repeatRaftMaterial),
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depthFunc: 3,
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depthTest: true,
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depthWrite: true,
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displacementMap: loader.load("textures/Poly-wood/displacement_map.jpg", repeatRaftMaterial),
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displacementMap: loader.load("textures/Poly-wood/displacement_map.avif", repeatRaftMaterial),
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displacementScale: -0.3,
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displacementBias: 0.15,
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})
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