Problem with GPU computation on mobile devices

Thank you for your input!

I’m using the methods inside the GPUComputationRenderer class, which is in the three.js examples/js directory:

this.createTexture = function() {

	var a = new Float32Array( sizeX * sizeY * 4 );
	var texture = new THREE.DataTexture( a, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType );
	texture.needsUpdate = true;

	return texture;

};

The problem is that if I change the type, it seems that I also need to change the array. Which array should I use instead? Note that I need floats for the particle positions and velocities.

Thank you for your help!