WebGL: INVALID_VALUE: texImage2D: no video

Hi there!

Ive a question about a warning i receive and im not sure how to avoid it. Im using a videoTexture to visualize differend videos in my scene. Basically im using the basic videoTexture.js script provided by PlayCanvas. I extended it with a function, which receives other video assets. The weird thing is, that this basically works - the videos are switching. But in the console i get the warning mentioined in the header.

The script:

var VideoTexture = pc.createScript('videoTexture');

VideoTexture.attributes.add('videoAsset', {
    title: 'Video Asset',
    description: 'MP4 video asset to play back on this video texture.',
    type: 'asset'
});

VideoTexture.attributes.add('videoUrl', {
    title: 'Video Url',
    description: 'URL to use if there is video asset selected',
    type: 'string'
});

VideoTexture.attributes.add('playEvent', {
    title: 'Play Event',
    description: 'Event that is fired as soon as the video texture is ready to play.',
    type: 'string',
    default: ''
});

var video;

// initialize code called once per entity
VideoTexture.prototype.initialize = function() {
    var app = this.app;
    
    // Create HTML Video Element to play the video
    video = document.createElement('video');
    video.loop = true;

    // muted attribute is required for videos to autoplay
    video.muted = true;

    // critical for iOS or the video won't initially play, and will go fullscreen when playing
    video.playsInline = true;

    // needed because the video is being hosted on a different server url
    video.crossOrigin = "anonymous";

    // autoplay the video
    video.autoplay = true;

    // iOS video texture playback requires that you add the video to the DOMParser
    // with at least 1x1 as the video's dimensions
    var style = video.style;
    style.width = '1px';
    style.height = '1px';
    style.position = 'absolute';
    style.opacity = '0';
    style.zIndex = '-1000';
    style.pointerEvents = 'none';

    document.body.appendChild(video);

    // Create a texture to hold the video frame data
    this.videoTexture = new pc.Texture(app.graphicsDevice, {
        format: pc.PIXELFORMAT_R8_G8_B8,
        minFilter: pc.FILTER_LINEAR_MIPMAP_LINEAR,
        magFilter: pc.FILTER_LINEAR,
        addressU: pc.ADDRESS_CLAMP_TO_EDGE,
        addressV: pc.ADDRESS_CLAMP_TO_EDGE,
        mipmaps: true
    });
    this.videoTexture.setSource(video);

    video.addEventListener('canplaythrough', function (e) { 
        app.fire(this.playEvent, this.videoTexture);
        video.play();
    }.bind(this));

    // set video source
    video.src = this.videoAsset ? this.videoAsset.getFileUrl() : this.videoUrl;

    document.body.appendChild(video);
    video.load();

    this.on('destroy', function() {
        this.videoTexture.destroy();
        video.remove();
    }, this);
};

VideoTexture.prototype.setVideoSource = function(source) {

    if (video) {
        // Set the new video source and load it
        video.src = source;
       
    } else {
        console.error('Video element not found!');
    }
};

// update code called every frame
VideoTexture.prototype.update = function(dt) {
    // Check if videoTexture is defined before calling upload
    if (this.videoTexture) {
        // Transfer the latest video frame to the video texture
        this.videoTexture.upload();
    }
};


// dacia test video: https://storage.googleapis.com/varycon-prod/data_c10fd916-2472-4807-8bad-a93c048471c4.mp4

Now the question: Have i foget something in terms of loading / switching the video asset? May i have to unload something. The error appears multiple times, when loading a new video asset within the set videoSource Function.

Basically im wondering, whats the best practise to load another video asset and things i would have to pay attention for for the current video asset processing. Im sure the way i do it isnt clean (obviously) - if im right, the:

video.addEventListener('canplaythrough', function (e) { 
        app.fire(this.playEvent, this.videoTexture);
        video.play();
    }.bind(this));

Handles the video loading and replay, if buffered - so i only load a new video asset within the setVideoSource Function - which works every time i change the video source…so im not sure why i get the “no video” warning. (it also isnt called multiple times, so why is the warning triggered multiple times?)

Thanks for your inputs / support!