<p dir="auto">I notice that there is no separate cone geometry, but that a CylinderGeometry with radius 0 in one end will be reduced to a cone through merging of vertices.</p>
<p dir="auto">I also notice that a simple (straight wall) cone in fact has the same graph of vertices as the CircleGeometry. I have had some success, but mostly failure, trying to manipulate the CircleBufferGeometry into a usable cone for optimizing a scene with an extreme number of simple cones (procedural generation of a tree).</p>
<p dir="auto">I am not really (only) asking for help here. Wondering what you think and know about the differences, regarding how textures are applied et cetera, and maybe considering the idea of building a simple cone class on top of the CircleBufferGeometry, if that is wise.</p>
<p dir="auto">You may all have a tree, by the way. A <strong>Three tree</strong>. :-)<br>
<a target="_blank" rel="noopener noreferrer nofollow" href="https://cloud.githubusercontent.com/assets/17208315/14754376/4f15c4ce-08db-11e6-8be2-72e69f91f75e.png"><img src="https://cloud.githubusercontent.com/assets/17208315/14754376/4f15c4ce-08db-11e6-8be2-72e69f91f75e.png" alt="image" style="max-width: 100%;"></a></p>
<p dir="auto">If I add a lightmap to my standardmaterial then the envmap still appears to light that mesh</p>
<p dir="auto">Steps to reproduce the behavior:<br>
1 Create a simpe screne in blender lit by a HDR<br>
2 Bake out lightmaps for that scene to use in Three JS<br>
3 Load the screne and HDR using Three JS. Add the baked lightmap to the scenes standard material.<br>
4 Observe that the envmap is still lighting the scene as well as providing reflections</p>
<p dir="auto">Expected result is that the lightmap should be the only thing lighting the scene and the envmap used for reflections only.</p>