label-layer issue with Luma.gl v4
See original GitHub issueIt seems that nothing is shown in the label-layer example with Luma.gl V4, which works fine with Luma.gl V3.
More specifically, with V4, when initializing a Texture2D with a 2d canvas, a Texture2D object of width=1 and height=1 is returned. See code below in the label_utils.js:
return {
mapping,
texture: new Texture2D(gl, {
pixels: canvas,
magFilter: GL.LINEAR
})
};
This is probably related to refactoring of the texture class in Luma.gl. (I had a glance at the change log and saw a few changes on that class.) Anyway, it works great with V3. Just wonder if my thought is correct.
Issue Analytics
- State:
- Created 6 years ago
- Comments:5
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@gregsadetsky Recommend opening a new issue with well worded title (e.g. Mipmap failure on WebGL1 / ChromeOS). This is a very old issue that’s been closed for three years (and luma.gl is now on v8!).
We do not do any testing on ChromeOS but can certainly take patches or even make fixes if we can pinpoint the issue sufficiently, so that would be the initial goal in that issue.
@rivulet-zhang yeah. this issue has appeared multiple times. It’s due to WebGL1’s inability to handle non-power-of-two textures. It didn’t appear in luma.gl v3 because we didn’t follow the spec closely and didn’t use WebGL context in its default state.
https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Using_textures_in_WebGL#Non_power-of-two_textures
There are three ways to resolve it: 1) use power-of-two-textures (resize your texture with power-of-2 width / height. this is preferred method; 2) turn off mipmap, change min filtering mode to GL.LINEAR and also change wrap mode to GL.CLAMP_TO_EDGE. 3) use WebGL 2.
We are going to add a check to luma.gl in our next alpha version to automatically do 2) for users.