This is a question, not an issue.
I'm working in a terrain with atlas texture. To mitigate the color bleeding i want to feed the terrain texture with mipmaps built in an external tool.
For the time being I'm using ...
terrainTexture = THREE.ImageUtils.loadTexture
... to load every mipmap level and adding them to the level 0 texture ...
terrainTexture.mipmaps[mipsTexs[tex.sourceFile]] = tex.image;
... mipsTexs is just an associateve array to know which position corresponds to each texture.
The real problem is that the terrain appers all black when i feed manual mipmaps and colored but with the color bleeding artifacts with webgl generated mipmaps.
The only example of manual mipmaps is in the examples, but the mipmaps feed to the texture are canvas. I wanted to know if the all black problem that i'm seeing can be due to the use of JS Images instead of Canvases.