WebGL and the power of two image size

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I want to use WebGL to make a little 3D gallery of Flickr photo streams. It looks like WebGL only allows square images that's dimensions are a power of two to be used as textures. I need to be able to display images of any proportion and dimension. I can see that if I copy the image data into another image that is the nearest square dimension and then use texture coordinates to make it display right. The problem is, and correct me if I am wrong, that I can't do that image manipulation in JavaScript and would need a server running ASP.NET, Java or something like that to do the processing for me before WebGL could get its hands on it.

Is there a way of using arbitrarily sized images in WebGL and JavaScript without the need for a server to act as a middle man image processor?

5 Answers

Reference provided by @EnabrenTane is very helpful. Non-Power of Two Texture Support

While OpenGL 2.0 and later for the desktop offer full support for non-power-of-two (NPOT) textures, OpenGL ES 2.0 and WebGL have only limited NPOT support. The restrictions are defined in Sections 3.8.2, "Shader Execution", and 3.7.11, "Mipmap Generation", of the OpenGL ES 2.0 specification, and are summarized here:

  • generateMipmap(target) generates an INVALID_OPERATION error if the level 0 image of the texture currently bound to target has an NPOT width or height.
  • Sampling an NPOT texture in a shader will produce the RGBA color (0, 0, 0, 1) if:
    • The minification filter is set to anything but NEAREST or LINEAR: in other words, if it uses one of the mipmapped filters.
    • The repeat mode is set to anything but CLAMP_TO_EDGE; repeating NPOT textures are not supported.

A simple solution would be to resize using 2d canvas and use that as a texture.

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