Next i tried to assign the ArrayBuffer to a RawTexture using:
var texture = new BABYLON.RawTexture.CreateRGBATexture(assetArrayBuffer,256,256,scene,false,false,BABYLON.Texture.NEAREST_SAMPLINGMODE,engine.TEXTURETYPE_HALF_FLOAT);
But i get an error message:
WebGL: INVALID_OPERATION: texImage2D: no bound PIXEL_UNPACK_BUFFER
first, this blob is empty. it only fires 0’s
second - you need to provide the data (from the on success callback) and not the file request if you want to use the request’s data correctly. Are you sure this blob contains data?
First of all: Yes, the blob was corrupted, I changed it in my repro to a working one,.
@sebavan Your solution works, but i seek to keep the dynamic range of the floating point 16 numberspace and use a tonemapper to compress it to 8bit. At this time the rendering stays black.