I’ve been working on a project that loads a video into a 3DTexture:
I was initialising the texture by creating a typed array.
const u8 = new Uint8Array(x * y * depth * 4)
const texture = new THREE.Data3DTexture(u8, x, y, depth)
But I don’t actually need access to it because I’m using copyTextureToTexture3D
to update the texture, so instead I’ve been initialising the texture with null
:
const texture = new THREE.Data3DTexture(null, x, y, depth)
This seems to work fine, but it throws WebGL: INVALID_OPERATION: texSubImage3D: no bound PIXEL_UNPACK_BUFFER
when it first renders.
I’m wondering:
- is this bad?
- is there a way to create a Data3DTexture without using a u8Array?