@@ -124,22 +124,12 @@ <h2>Examples</h2>
124124
125125 < h2 > Textures</ h2 >
126126
127- < p > Textures containing color information (.map, .emissiveMap, and .specularMap) always use sRGB colorspace in
128- glTF, while vertex colors and material properties (.color, .emissive, .specular) use linear colorspace. In a
129- typical rendering workflow, textures are converted to linear colorspace by the renderer, lighting calculations
130- are made, then final output is converted back to sRGB and displayed on screen. Unless you need post-processing
131- in linear colorspace, always configure [page:WebGLRenderer] as follows when using glTF:</ p >
127+ < p > When loading textures externally (e.g., using [page:TextureLoader]) and applying them to a glTF model,
128+ textures must be configured. Textures referenced from the glTF model are configured automatically by
129+ GLTFLoader.</ p >
132130
133131 < code >
134- renderer.outputColorSpace = THREE.SRGBColorSpace;
135- </ code >
136-
137- < p > GLTFLoader will automatically configure textures referenced from a .gltf or .glb file correctly, with the
138- assumption that the renderer is set up as shown above. When loading textures externally (e.g., using
139- [page:TextureLoader]) and applying them to a glTF model, colorspace and orientation must be given:</ p >
140-
141- < code >
142- // If texture is used for color information, set colorspace.
132+ // If texture is used for color information (.map, .emissiveMap, .specularMap, ...), set color space
143133 texture.colorSpace = THREE.SRGBColorSpace;
144134
145135 // UVs use the convention that (0, 0) corresponds to the upper left corner of a texture.
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