WebGL depth texture call texImage2D with 1x1 size fails

Fixed, not yet flighted Issue #4355662

Details

Created
Aug 24, 2015
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This issue is public.
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Steps to reproduce

URL:

Repro Steps:

Call "gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);".
This throws an gl.INVALID_VALUE exception.

Or simply run the following test https://www.blend4web.com/media/uploads/00dff66a-a803-4abd-9e15-150f42f1df2f/crash_test_edge_depth_texture.html and observe gl.INVALID_VALUE message in the browser’s console. Expected message is “Depth texture was resized to 1*1”

Expected Results:

Call “gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, 1, 1, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);” should initialize 1x1 depth texture.

Actual Results:

Dev Channel specific:

No

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    Comments and activity

    • Microsoft Edge Team

      Changed Assigned To to “Kamen M.”

      Changed Assigned To to “Rico M.”

      Changed Assigned To from “Rico M.” to “Rafael C.”

      Changed Status to “Confirmed”

      Changed Title from “WebGL depth texture call texImage2D crashes when trying to initialize 1x1 images.” to “WebGL depth texture call texImage2D with 1x1 size fails”

      Changed Status from “Confirmed” to “In code review”

      Changed Assigned To from “Rafael C.” to “IE S.”

      Changed Status from “In code review” to “Fixed”

      Changed Status from “Fixed” to “Fixed, not yet flighted”

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