Comments (7)
from webgl-fundamentals.
Aha!!!!! Haha. Wow. Alright, here we go: #84
from webgl-fundamentals.
sorry about the typo
the clue was in the error message
scene.js:223 WebGL: INVALID_ENUM: texParameter: invalid texture target
the texture target is the first parameter and INVALID_ENUM
in particular means that one of the gl.XXX
parameters is just flat out wrong for that particular function . If it was ok sometimes but just not for the situation then it would be INVALID_VALUE
or INVALID_OPERATION
from webgl-fundamentals.
Ah cool, thanks for that tip. 😊
from webgl-fundamentals.
On my desktop, everything works fine, but when I open the same app on mobile, I see the blue texture as expected before the image is loaded, but the image fails to become a texture and I see in the console:
WebGL: INVALID_VALUE: texImage2D: width or height out of range
Any idea why this might happen on Android Chrome, but not on Desktop Chrome?
from webgl-fundamentals.
How big is the image? WebGL has a size limit
maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
Looks like for most phones the max size is 4096
http://webglstats.com/webgl/parameter/MAX_TEXTURE_SIZE?platforms=0000007c0012800500
Also note that size is the max dimension, you still have to take into consideration memory. For example if the max is 4096 then a 4096x4096 RGBA 8bit texture with mips would take almost 90meg of GPU accessible ram and given you had to load the image and decompress it before it can be copied to the GPU that means you need at least double the memory to load it.
from webgl-fundamentals.
Hmmm, I think it may be an SVG that is 5500 by 5500. Probably.i need to make sure the other canvas is sized to the quad that I'm putting the texture on.
from webgl-fundamentals.
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from webgl-fundamentals.