BufferGeometry disappears when the resolution for the DataTexture increases

I recently covered the topic of how to load vertex data from a buffer geometry into a DataTexture and thus have full access to all vertex coordinates in the shader. Here is the link to the topic and there is a github link to the repository.The repository below (BufferGeometry-from-DataTexture)

If I now increase the resolution of the bufferGeometry, I notice that something happens between 60 and 64. With 60, i.e. 60x60 bufferGeometry vertices, everything still works. But if I set the resolution to 64, the buffer geometry disappears and all vertices are in the origin. Does anyone know an elegant solution how I can improve my repository so that it is e.g. also works with much higher resolutions?

If I would want to use a texture to store the data of vertices, I’d make it not 1 pixel line-like, but more rectangular :slight_smile: (or I don’t know how to explain it better)

Here is a very rough example, that works with WebGL2 only, as it utilizes texelFetch and gl_VertexID. Pretty much doable with WebGL1, just more calculations.

Demo: https://codepen.io/prisoner849/full/GRYLOGV

PS Made the plane wavy in shader to be sure, that we’re working with the data from texture (see comments in the code)

Now it works with any number of vertices. With your few lines of code, I learned several new things at once.