fix: Set tex.flipY = false for dynamically loaded textures in ModelViewer to match GLTF UV standard and prevent scrambled UVs
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@@ -103,6 +103,7 @@ const MeshMaterialManager = ({ mesh, sceneObj, textureCache }: MeshMaterialManag
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tex.name = url;
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tex.name = url;
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if (type === 'map') tex.colorSpace = THREE.SRGBColorSpace;
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if (type === 'map') tex.colorSpace = THREE.SRGBColorSpace;
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tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
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tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
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tex.flipY = false;
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textureCache.current.set(url, tex);
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textureCache.current.set(url, tex);
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activeMat[type] = tex;
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activeMat[type] = tex;
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