This is more of a question about what is expected. Should calls to image() in WEBGL mode use the current lighting and material conditions? Currently if you call image(img) it behaves similarly to texture(img); rect() which is to say that it takes on the current material and lighting state. Here is an example that shows this.
My instinct is that people will usually expect image() to appear as unlit, similar to 2D mode.
hi @stalgiag , Can I work on this issue?
Hi @singhvisha yes definitely. But first we should decide what the behavior should be. What do you think?
@stalgiag I think your instincts are correct, it should probably be unlit. Though now you should be able to call noLights() before a call to image to remove all lighting.
Okay I think that this has been open long enough to draw any likely responses. I definitely agree that image() should be unlit.
This could be a good opportunity for contribution from new contributors interested in WebGL.
@stalgiag @aferriss
hi , Can I work on this issue?
@singhvisha sounds good!
Closed via #4128
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@stalgiag I think your instincts are correct, it should probably be unlit. Though now you should be able to call
noLights()before a call to image to remove all lighting.