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WebGLRenderer: Use working color space for render targets.#33036

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Mugen87 merged 1 commit intomrdoob:devfrom
Mugen87:dev5
Feb 21, 2026
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WebGLRenderer: Use working color space for render targets.#33036
Mugen87 merged 1 commit intomrdoob:devfrom
Mugen87:dev5

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@Mugen87 Mugen87 commented Feb 21, 2026

Fixed #33030.

Description

Instead of hardcoding LinearSRGBColorSpace as the working color space for render targets, it's more correct to use ColorManagement.workingColorSpace. This will retain the color space configuration from webgl_test_wide_gamut and post processing works as expected.

Sidenote: We already use ColorManagement.workingColorSpace for transmission render targets so this change makes the code in WebGLRenderer more consistent.

colorSpace: ColorManagement.workingColorSpace,

@Mugen87 Mugen87 added this to the r184 milestone Feb 21, 2026
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📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 359.15
85.24
359.17
85.24
+25 B
-5 B
WebGPU 626.25
174.04
626.25
174.04
+0 B
+0 B
WebGPU Nodes 624.83
173.8
624.83
173.8
+0 B
+0 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 490.87
119.65
490.91
119.65
+36 B
+0 B
WebGPU 699.88
189.07
699.88
189.07
+0 B
+0 B
WebGPU Nodes 649.09
176.43
649.09
176.43
+0 B
+0 B

@Mugen87 Mugen87 merged commit 8356932 into mrdoob:dev Feb 21, 2026
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@sunag sunag mentioned this pull request Mar 15, 2026
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DisplayP3 and EffectComposer doesn't work together

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