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Your triangles might be specified in a clockwise order instead of WebGL's preferred counter-clockwise order. To verify, switch your material side to THREE.FrontSide and run it again with THREE.BackSide and see if one gives you the correct results. If the THREE.BackSide works, then you have to go back and flip your ordering in all the Face3 creations. ...


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In short: no. S3TC and other compression formats will destroy your 16bit values. Texture compression formats have a fixed compressed size and therefore need to be lossy in order to ensure this. If you need 16bits of lossless data you must use a non-compressed format. Ideally GL_R16UI.



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