Thank you for reply.
actually, this is because I lost the lighting information before saving the pre integrated texture to rgbe format, resulting in the lighting information constraint between 0-255, so it looks dimmer.
One thing that needs to be improved is the calculation of integral texture. I took a simplified approach, so I lost part of the light integration. In the end, rgbe does not store all the lighting information。
So it looks dim。
I didn’t put out the project of generating these integral textures, because I was re implementing the 2D calculation of integral textures.
All these attempts are out of hobby. Project cannot replace PBR of jme3. I think the PBR of jme3 can meet most rendering requirements, but if someone wants to reduce the texture of mobile devices (such as using 2D texture instead of cubemap overhead), or is interested in this, I hope my code can help you.
I wish you a happy job. By the way, the PBR of jme3 seems to have no BSDF? No SSSS rendering for special materials, such as skin?