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Fails for some browsers with large images #2

@gsabran

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@gsabran

Using the build in Internet browser in a Samsung S6, I get WebGL: INVALID_VALUE: texImage2D: bad image data when viewing large images (I simply replaced the default mosaic-math-art.JPG by phone-stereo-test.jpg) and the canvas is black.

WebGL: INVALID_VALUE: texImage2D: bad image data comes from calling gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, panoImage); in elevr-player.js:205

I then get a series of warning [.WebGLRenderingContext]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete' until WebGL estimates it has shown too many errors (255 :) ) and stops logging

It works fine on my laptop or when I reduce the image size. It seems more related to the dimension of the image than to the file size (it works fine if I reduce the dimension. But when I reduce the image quality while keeping the original dimension it still fails, even when the file size is smaller that with smaller dimension and higher quality)

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