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Description of the problem
Adding a displacementMap to a MeshPhongMaterial without flatShading will offset the vertices correctly but will not correctly change the normals. The result is an object that has the right shape, but the wrong lighting.
Fiddle demonstrating the problem (be sure to minimize that getimage() base64 method, I couldn't get images to work on fiddle).
Three.js version
r117
Browser
Chrome and Edge at least
OS
Windows at least