diff --git a/packages/layers/src/xr-layer/xr-layer.js b/packages/layers/src/xr-layer/xr-layer.js index 82dd352b..a4f7bbcb 100644 --- a/packages/layers/src/xr-layer/xr-layer.js +++ b/packages/layers/src/xr-layer/xr-layer.js @@ -90,16 +90,6 @@ const XRLayer = class extends Layer { * This function initializes the internal state. */ initializeState() { - const { device } = this.context; - // This tells WebGL how to read row data from the texture. For example, the default here is 4 (i.e for RGBA, one byte per channel) so - // each row of data is expected to be a multiple of 4. This setting (i.e 1) allows us to have non-multiple-of-4 row sizes. For example, for 2 byte (16 bit data), - // we could use 2 as the value and it would still work, but 1 also works fine (and is more flexible for 8 bit - 1 byte - textures as well). - // https://stackoverflow.com/questions/42789896/webgl-error-arraybuffer-not-big-enough-for-request-in-case-of-gl-luminance - // -- this is now applying relevant parameters, but not helping with the rendering... - device.setParametersWebGL({ - [GL.UNPACK_ALIGNMENT]: 1, - [GL.PACK_ALIGNMENT]: 1 - }); const attributeManager = this.getAttributeManager(); attributeManager.add({ positions: {