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I want to use UnrealBloomPass in three.js postprocessing, but I get a black screen after adding effectComposer.addPass(unrealBloomPass), on the console I get the following

WebGL: INVALID_VALUE: texImage2D: width or height out of range

[.WebGL-00005F94023C4600] GL_INVALID_VALUE: Desired resource size is greater than max renderbuffer size.

[.WebGL-00005F94023C4600] GL_INVALID_FRAMEBUFFER_OPERATION: Framebuffer is incomplete: Attachment has zero size.

[.WebGL-00005F94023C4600] GL_INVALID_FRAMEBUFFER_OPERATION: Draw framebuffer is incomplete

I don't know what to do, please help.

I have done a bit of research, someone said I should lower the size of the image I used to generate the texture, I did it but to no avail. Please I need help. Thanks

I have already done all the import{...} needed.

drnugent
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  • `width or height out of range` What width and height are you sending. From what I can remember width & heights are usually meant to be a power of 2, eg. 2,4,8,16,32,64,128,256,512,1024,2048,4096 etc.. – Keith Nov 17 '21 at 15:17
  • Thank you so much. The width of the image is 3942px and the height is 2246px –  Nov 17 '21 at 15:32
  • Does 4096 by 2048 work ok? – Keith Nov 17 '21 at 15:33
  • ok, let me try, I will inform you of the results –  Nov 17 '21 at 15:35
  • Unfortunately, it did not work, the same errors are generated. –  Nov 17 '21 at 15:43
  • See the answer in this question: https://stackoverflow.com/q/60517986/2608515 Texture limits vary depending on your graphics card. – M - Nov 17 '21 at 21:01
  • Does this answer your question? [Is there a maximum video texture resolution in A-Frame?](https://stackoverflow.com/questions/60517986/is-there-a-maximum-video-texture-resolution-in-a-frame) – M - Nov 17 '21 at 21:01
  • Thanks, I now get it –  Nov 18 '21 at 14:45
  • Thanks for your help, The problem was actually from webpack. I did it wrongly, but I have corrected it, and it is working. Thanks –  Nov 18 '21 at 17:18

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