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  1. Hi all, i'm experiencing the following issue: i try to load a large image (its size is 5140x4188) and simply put it into the stage. After that i render the stage. What happens is the following: - on ipad 2 with ios 8 the image is put into a canvas and it's displayed correctly - on an android tablet (Samsung galaxy tab 4) running chrome 39.0.2171.59 the image isn't displayed and debbuging the code i get these errors: WebGL: INVALID_VALUE: texImage2D: width or height out of range[.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'WebGL: too many errors, no more errors will be reported to the console for this context Below there's my code:var renderer = new PIXI.WebGLRenderer(5140, 4188);document.body.appendChild(renderer.view);var stage = new PIXI.Stage;var theTexure= PIXI.Texture.fromImage("image.png");var theSprite= new PIXI.Sprite(theTexure);theTexure.on("update",function(){ theSprite.position.x = 0;theSprite.position.y = 0;theSprite.scale.x = 1;theSprite.scale.y = 1;stage.addChild(theSprite);requestAnimationFrame(animate); });function animate() {renderer.render(stage);requestAnimationFrame(animate);}I'm using the pixi.js script from https://rawgithub.com/GoodBoyDigital/pixi.js/master/bin/pixi.dev.js Any suggestion? Thank you all
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