I'm authoring a WebGL app. Everything works as expected, except that I get the following error in the debug console.
[.WebGLRenderingContext-0086F710]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.
Let's eliminate some possibilities
1- This is most certainly not a problem of texture loading as the textures show up correctly in the first frame.
2- I'm aware of usage of power-of-two textures, and that's what I do. Until I actually have relevant texture, I'm using the fill in texture below, except that one is scaled up, the one in use is 2x2.
2a- I understand that the incompatible texture filtering to which the warning refers is to go with non-power-of-two textures, but here's the relevant filtering code anyway.
// When creating the texture
var texture = gl.createTexture();
texture.image = new Image();
texture.image.onload = function() {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
}
texture.image.src = src;
// At render time
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, item.texture);
gl.uniform1i(gl.getUniformLocation(shaderProgram, "uSampler"), 0);
Am I correct in assuming that this error's guess at why it is occurring is wrong? What will satisfy (not just suppress) it?
Thanks in advance.

1- This is most certainly not a problem of texture loading as the textures show up correctly in the first frame.- Scruffy