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This repository was archived by the owner on Oct 10, 2024. It is now read-only.
As far as I know, your game uses WebGL 1 (THREE.WebGLRenderer is initialized without specifying any context). And WebGL 1 does not support mipmapping for non-power-of-two textures (basically, mipmapping for particular texture is turned on if Texture.minFilter is set to THREE.LinearMipmapLinearFilter, which is the default value). It may cause the errors on my device. Or it might be MAX_TEXTURE_SIZE of 4096.
Also you can try switching to WebGL 2. When using Three.js it can be easily done and it will eliminate all PoT problems.