[.WebGL-000027CC0129A300] GL_INVALID_OPERATION: Texture format does not support mipmap generation


RenderLayerTotexture.prototype.setRenderTarget = function () {

  // var x = this.app.scene.layers.getLayerByName(this.layerName);
  var x = this.app.root.findByName('MirrorCamera').camera
  if (x && !x.renderTarget) {
    var tex = new pc.Texture(this.app.graphicsDevice, {
      addressU: pc.ADDRESS_CLAMP_TO_EDGE,
      addressV: pc.ADDRESS_CLAMP_TO_EDGE,
      width: 512,
      height: 512,
      format: pc.PIXELFORMAT_RGBA32F, 
      autoMipmap: true, 

    });
    tex.minFilter = pc.FILTER_LINEAR;
    tex.magFilter = pc.FILTER_LINEAR;
    tex.name = this.layerName;

    var opts = {
      depth: true,
      depthBuffer: new pc.Texture(this.app.graphicsDevice, {
        format: pc.PIXELFORMAT_DEPTHSTENCIL,
        width: tex.width,
        height: tex.height
      })
    };

    console.log(x)

    var targ = new pc.RenderTarget(this.app.graphicsDevice, tex, opts);
    x.renderTarget  = targ;
    console.log(tex)
    console.log(targ)
  }
}

The playcanvas.js version I am using is 1.64.4

I created a texture object as a color buffer for the rendering target, and a depth texture as a depth buffer for the rendering target. Finally, associate the rendering target with the layer object, so that the layer’s rendering results can be output to the specified texture.

Console error
[.WebGL-000064C401FBEA00] GL_INVALID_OPERATION: Texture format does not support mipmap generation.

After checking the document, it was found that renderTarget was set on the camera component and still reported an error

Can someone help me solve it? Thank you very much

The error says that the RGBA32F format does not support mipmaps, so if you don’t need mipmaps, set
mipmaps: false

Thank you.