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Description
Description
Using LuminanceFormat
with a texture results in WebGL warning when trying to render whether it be with a Float or Uint8 data type. Swapping RedFormat
in, however, works.
Is there a non standard way to LuminanceFormat? I don't see it used anywhere in examples or anything.
Reproduction steps
- Create a data texture with LuminanceFormat and mark "needsUpdate" to true
- Try to render with the texture
- See that the texture is not rendered with the following warnings the console:
[.WebGL-0x10800a89600] GL_INVALID_ENUM: Invalid internal format 0x1909.Understand this warning
[.WebGL-0x10800a89600] GL_INVALID_OPERATION: Level of detail outside of range.
Code
const map = new THREE.DataTexture(
new Uint8Array( [ 255 ] ), 1, 1,
LuminanceFormat, UnsignedByteType,
);
map.needsUpdate = true;
Live example
https://jsfiddle.net/u3zjxk1p/3/
Screenshots
When rendering with LuminanceFormat - this should be white

When rendering with RedFormat

Version
r175
Device
Desktop
Browser
Chrome
OS
MacOS