Open StrandedKitty opened 4 years ago
Hi, thanks for the report!
Similar WebGL errors pop up occasionally (seemingly at random) in my console even on PC. I'm pretty sure my textures have power-of-two sizes (I think three.js even warns you about it, and automatically converts any non-POT textures into POT textures), and they should definitely be less than 4096px in size.
So I don't know. I'll see if I find the time for this. I'm not terribly concerned about errors appearing on mobile devices, as the demo is not even playable on them at the moment.
But thanks for the report nonetheless! 🙂
Edit: As for WebGL 2, there's this cryptic message in How to use WebGL 2 which suggests POT textures are handled by three.js even without the need to switch to WebGL 2?
When running the game (http://jblaha.art/03_alpha/index.html) on my Pixel 3a I get these errors in console:
As far as I know, your game uses WebGL 1 (
THREE.WebGLRenderer
is initialized without specifying any context). And WebGL 1 does not support mipmapping for non-power-of-two textures (basically, mipmapping for particular texture is turned on ifTexture.minFilter
is set toTHREE.LinearMipmapLinearFilter
, which is the default value). It may cause the errors on my device. Or it might beMAX_TEXTURE_SIZE
of 4096.Also you can try switching to WebGL 2. When using Three.js it can be easily done and it will eliminate all PoT problems.