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texImage2D BABYLON equivalent


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So when I create or bind a texture, how do I ensure it is equivalent to:

  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);

specifically I want to make sure gl.UNSIGNED_BYTE is being used and gl.RGBA.

Is this automatically handled when you create the texture?  What are the defaults if so.


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gl.RGBA is used when the texture CAN have an alpha channel (for example png of gif). UNSINGNED_BYTE is used automatically (apart from Render Targets, which are a bit different). You can see the code here - https://github.com/BabylonJS/Babylon.js/blob/master/src/Engine/babylon.engine.ts#L2996 to understand how things are being set.

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