I am seeing a dynamic texture i am using stretching when running in webgl1.
I am guessing its because it is resizing the texture to a power of 2 as per this page - WebGL2 - Babylon.js Documentation
On this page - Using textures in WebGL - Web APIs | MDN
i found the following:
WebGL1 can only use non power of 2 textures with filtering set to
LINEAR and it can not generate a mipmap for them. Their wrapping mode must also be set to
CLAMP_TO_EDGE . On the other hand if the texture is a power of 2 in both dimensions then WebGL can do higher quality filtering, it can use mipmap, and it can set the wrapping mode to
does this apply to babylon? can i set up my textures in a mode that is supported by both webgl1 and 2 but not have to worry about power of 2 sizing? and if so, how would I go about that?