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It is very common to assign an empty texture to a uniform while the asset loads, and then copy the loaded data to it once it's available. On WebGPU renderer this throws an error due to the lack of mipmaps.
I think this has been overlooked since we have only tested compressed textures with KTX2Loader so far. We then use loadAsync() which makes sure the compressed texture is ready on the first usage.
Description
It is very common to assign an empty texture to a uniform while the asset loads, and then copy the loaded data to it once it's available. On WebGPU renderer this throws an error due to the lack of mipmaps.
Reproduction steps
Code
Live example
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Version
r170
Device
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