"type" defines, the format of the environment texture.
For non-PBR materials, the texture can be used just as the environment. For PBR, the texture needs to be sampled and pore-filtered.
It needs to be discussed, if cube maps as textures should be supported. Furthermore, a standard HDR image format has to be selected.
Finally, find out a possibility, to provide the pre-sampled/-filtered images as well.
For PBR and IB lighting, an environment map is needed. The follwoing JSON snippet defines evironments by example:
"type" defines, the format of the environment texture.
For non-PBR materials, the texture can be used just as the environment. For PBR, the texture needs to be sampled and pore-filtered. It needs to be discussed, if cube maps as textures should be supported. Furthermore, a standard HDR image format has to be selected. Finally, find out a possibility, to provide the pre-sampled/-filtered images as well.