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KTX2Loader: Return DataTexture for uncompressed formats #29922
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The root cause of the runtime error is explained in #29904 (comment). My preferred solution is that loaders return instances of We handled compressed textures differently in |
Thanks! I will dive deeper into it and try to find it out. |
@Mugen87 I plan to fix the case you're describing, see #29926. However, are you sure that's what's happening here, and can we reproduce that? I'm not sure what device that supports WebGPU would not also support at least one of the possible compressed target formats for Basis Universal, such that it would fall back to the final option, RGBAFormat. If the data in the KTX2 was uncompressed to begin with (not Basis Universal) then it should already be creating a DataTexture here: three.js/examples/jsm/loaders/KTX2Loader.js Lines 979 to 994 in de9b967
But maybe I've missed something, I'm not sure how to reproduce this. |
@Mugen87 @donmccurdy Sorry, the issue I met is cased by there code in my app:
The main reason is we invoke
KTX2Loader is good in my use case. This may be an another issue. |
Without a correct usage of |
Thing goes good now, close the issue. |
Also, It may be better If we add a warning here If |
It is not yet possible to check with a public API whether the renderer has been initialized or not. The |
It really is, I think it should be an open API. One case we met is, we invoke |
@sunag How about adding a It would allow apps to check the state of the renderer without accessing the private |
Yes, it can be useful.👍 |
Description
So far, KTX2Loader doesn't work with WebGPURenderer. If we forcely use it in WebGPURenderer. some errors occur.
Solution
Maybe there is another way to load ktx2?
Alternatives
Additional context
No response
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