fix: Set tex.flipY = false for dynamically loaded textures in ModelViewer to match GLTF UV standard and prevent scrambled UVs

This commit is contained in:
AI Bot
2026-09-03 15:15:19 +05:30
parent 9807b9622b
commit a5126d618a
+1
View File
@@ -103,6 +103,7 @@ const MeshMaterialManager = ({ mesh, sceneObj, textureCache }: MeshMaterialManag
tex.name = url; tex.name = url;
if (type === 'map') tex.colorSpace = THREE.SRGBColorSpace; if (type === 'map') tex.colorSpace = THREE.SRGBColorSpace;
tex.wrapS = tex.wrapT = THREE.RepeatWrapping; tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.flipY = false;
textureCache.current.set(url, tex); textureCache.current.set(url, tex);
activeMat[type] = tex; activeMat[type] = tex;