Parses the official RGBE `.hdr` source and defaults to HalfFloat output for scene-linear lighting data.
- asset
- venice sunset
- space
- Linear-sRGB
File formats change the decoded texture, but the scene still needs an explicit lifecycle: load, annotate, prefilter, rotate, and release the source when the PMREM is enough.
Creating a backend-specific renderer and environment loader comparison.
The source remains available for the raw equirectangular background until it is explicitly released.
PMREM is the lighting representation used by the PBR materials; it can outlive the decoded equirectangular source.
Parses the official RGBE `.hdr` source and defaults to HalfFloat output for scene-linear lighting data.
Parses PIZ-compressed OpenEXR light-probe data; decoded type can be HalfFloat or Float.
Loads the existing Ultra HDR JPEG and reconstructs scene-referred HDR data from its gain-map metadata.
Load time includes fetch and decode; PMREM time is the conversion from equirectangular pixels into filtered CubeUV radiance.
file bytes -> HDR/EXR/UltraHDR loader -> DataTexture -> PMREMGenerator -> Scene.environment -> PBR materials
`Scene.backgroundRotation` and `Scene.environmentRotation` are independent. Releasing the decoded source is safe once the PMREM target is the only representation still needed for lighting.
Compare generated cube capture and PMREM next →LAB 128 / HDR + EXR LOADERS + ENVIRONMENT LIFECYCLE