I am using webgl2 and loading my texture data as half floats. I can render the image correctly when using LINEAR MIN_FILTER. However, I want to use a mipmap filter. When I use a mipmap filter and attempt to generate mipmaps it fails. The webgl documentation https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texImage2D indicates R16F textures are filterable and doesn't indicate it is limited to LINEAR filters. Is there a step I am missing or is this an undocumented limitation of webgl2?
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
const tex = gl.createTexture();
const unit = 1; // Pick some texture unit
gl.activeTexture(gl.TEXTURE0 + unit);
gl.bindTexture(gl.TEXTURE_2D, tex);
const numPixels = this.width * this.height;
const level = 0;
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); //Works
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST); //Does NOT work
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
// Upload the image into the texture
const pixel = new Uint16Array(this.binaryImage);
gl.texImage2D(gl.TEXTURE_2D, level, gl.R16F, this.width, this.height, 0, gl.RED, gl.HALF_FLOAT, pixel);
gl.generateMipmap(gl.TEXTURE_2D); //FAILS
const sampler2DLoc = gl.getUniformLocation(program, "u_image");
gl.uniform1i(sampler2DLoc, unit);