fix(web): decode textures as sRGB in 3D viewers

TextureLoader leaves colorSpace as NoColorSpace, so card, tile, token, model, and part art is uploaded as linear and then double-decoded in the shader, washing out contrast. Mark each texture sRGB so the GPU decodes it once, correctly.
This commit is contained in:
2026-08-15 12:25:21 +08:00
parent fc9f756d52
commit 3dd3db5643
5 changed files with 29 additions and 0 deletions
@@ -48,6 +48,11 @@ export function TokenMesh({
}) {
const texture: THREE.Texture | null = url ? useTexture(assetUrl(url)) : null;
// Token art is sRGB-encoded; `TextureLoader` leaves `colorSpace` as
// `NoColorSpace`, which double-decodes it in the shader and washes out
// contrast. Mark it sRGB so the GPU decodes it once, correctly.
if (texture) texture.colorSpace = THREE.SRGBColorSpace;
// Trace the image's alpha channel into a shape. Suspends until the trace
// resolves so the surrounding Suspense boundary (and `Bounds`) only mounts
// once the token geometry is present. Falls back to a circle when there's no