Creating DataTexture showing weird warnings inside console

Hello all, first time posting a topic here. I am really desperate about this.

I tried to create simple DataTexture, 32x32, with data being Float32Array, populating it with random numbers and my code looks like this:
const width = 32
const height = 32

const size = width * height //number of cells of the image - num of pixels
const data = new Float32Array(3 * size)
const color = new THREE.Color(0xffffff)

for (let i = 0; i < size; i++) {

 const stride = i * 3

 data[stride] = Math.random()
 data[stride + 1] = Math.random()
 data[stride + 2] = Math.random()

}

this.texture = new THREE.DataTexture(data, width, height, THREE.RGBFormat, THREE.FloatType, THREE.UVMapping, THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.NearestFilter, 1)
this.texture.needsUpdate = true

Then I used this texture on two meshes. On the first I mapped texture in MeshBasicMaterial and in the second one I’ve sent it as an uniform to the fragment shader. Both of them are totally, full black colored.

I am not receiving any error in the console except these warnings that I cannot understand how to solve.

  1. [.WebGL-0x62e400db0e00] GL_INVALID_ENUM: Invalid internal format 0x1907.
  2. [.WebGL-0x62e400db0e00] GL_INVALID_OPERATION: Level of detail outside of range.

I hope someone can understand this and solve it.

i think RGBFormat is deprecated… do you get the warning if you use RGBAFormat?

I didn’t get any errors on that. I gave up on using FloatType, at the end I switched to integers like in the DataTexture documentation example on threejs.org. I couldn’t get pass those weird warnings.

Maybe Math.random is returning 64 bit numbers?

I’ve experienced Js providing 64 bit numbers, and had to account for it when sending data to a web worker.

Im getting this same error trying to use RGBFormat, is this really depreciated? It exists as an enum.

I think RGBFormat is deprecated because it performs worse than just using RGBA.

The constant is still around because it can also be used for RGB9E5, which doesn’t have the browser support problems of RGB8: