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// This code is NOT spec compliant: An RGB texture can be mistaken for an intensity texture if all its pixels happen to be gray. | |
// I suspect this will not particularly affect a lot of textures, but it is a possibility | |
// This also needs to check all URLs rather than the first, preferably the same way X3DOM does if possible | |
// Also better error handling | |
function fixGray(imageTexture) { | |
var url = imageTexture.getFieldValue("url")[0]; | |
var img = new Image(); | |
img.setAttribute('crossOrigin', 'anonymous'); | |
img.onload = function () { | |
var canvas = document.createElement("canvas"); | |
canvas.width = this.width; | |
canvas.height = this.height; | |
var ctx = canvas.getContext("2d"); | |
ctx.drawImage(this, 0, 0); | |
var imageData = ctx.getImageData(0, 0, this.width, this.height); | |
var gray = true; | |
for(let i = 0; i < imageData.data.length; i+=4) { | |
if(imageData.data[i] != imageData.data[i+1] || imageData.data[i+1] != imageData.data[i+2]) { | |
gray = false; | |
break; | |
} | |
} | |
console.log("ImageTexture url = ", url, "gray = ", gray); | |
if(gray) { | |
imageTexture.setFieldValue("origChannelCount", 1); | |
} | |
}; | |
img.src = url; | |
} | |
x3dom.runtime.ready = function() { | |
let imagetextures = document.querySelectorAll("ImageTexture"); | |
globalThis.imagetextures = imagetextures; | |
for (imageTexture of imagetextures) { | |
console.log("imageTexture = ", imageTexture); | |
try { | |
fixGray(imageTexture); | |
} catch(e) { | |
console.error("No origChannelCount?"); | |
} | |
} | |
} |
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