# Webgl couldnt load tilemap (texture bound to texture unit 0 is not renderable)

**URL:** <https://phaser.discourse.group/t/webgl-couldnt-load-tilemap-texture-bound-to-texture-unit-0-is-not-renderable/5326>\
**Category:** Phaser 3\
**Created:** [February 25, 2020, 1:11pm UTC](https://phaser.discourse.group/t/webgl-couldnt-load-tilemap-texture-bound-to-texture-unit-0-is-not-renderable/5326 "2020-02-25T13:11:04Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![matannahmani](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/matannahmani/32/2872_2.png) [@matannahmani](https://phaser.discourse.group/u/matannahmani)\
**Post date:** [February 25, 2020, 1:11pm UTC](https://phaser.discourse.group/t/webgl-couldnt-load-tilemap-texture-bound-to-texture-unit-0-is-not-renderable/5326/1 "2020-02-25T13:11:04Z")

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hey guys this is the error msg i get on console:  
[.WebGL-0x18b5577b3700]RENDER WARNING: texture bound to texture unit 0 is not renderable. It might be non-power-of-2 or have incompatible texture filtering (maybe)?  
images :

 ![pt](https://global.discourse-cdn.com/free1/uploads/phaser1/original/2X/8/8f7115c771c94b8bb79b44f836b4499003a74935.png) [final.json](https://phaser.discourse.group/uploads/short-url/rSmQO8f5uQFYLd4akJHtdGuRhMh.json) (144.3 KB) [final.tmx](https://phaser.discourse.group/uploads/short-url/4oO0EwmARwLzPLu66MM140c7O4m.tmx) (105.1 KB)  
`function preload() { this.load.image('tiles', '../pt.png'); this.load.tilemapTiledJSON('tilemap', '../final.json'); var url = 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexpinchplugin.min.js'; this.load.plugin('rexpinchplugin', url, true); }`  
`function create() {  
window.addEventListener(‘resize’, resize);  
resize();  
this.add.image(0, 0, ‘map’).setOrigin(0);

```
  var map = this.make.tilemap({ key: 'tilemap' });

  var tiles = map.addTilesetImage('pt', 'tiles');

  const layer = map.createStaticLayer(0, tiles);`

```

for full code:  
[https://pastebin.com/YTHCt5qu](https://pastebin.com/YTHCt5qu)

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<div class="post-metadata">

**Author:** ![Sabatino](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/sabatino/32/2897_2.png) [@Sabatino](https://phaser.discourse.group/u/Sabatino)\
**Post date:** [February 29, 2020, 5:08pm UTC](https://phaser.discourse.group/t/webgl-couldnt-load-tilemap-texture-bound-to-texture-unit-0-is-not-renderable/5326/2 "2020-02-29T17:08:59Z")

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The dimensions of the image you’re using are huge (256x20832), chances are you’re hitting the limits of the rendering capabilities of the device.

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<div class="post-metadata">

**Author:** ![Telinc1](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/telinc1/32/60_2.png) [@Telinc1](https://phaser.discourse.group/u/Telinc1)\
**Post date:** [February 29, 2020, 8:36pm UTC](https://phaser.discourse.group/t/webgl-couldnt-load-tilemap-texture-bound-to-texture-unit-0-is-not-renderable/5326/3 "2020-02-29T20:36:06Z")

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Additionally, you can use `game.renderer.getMaxTextureSize()` to find the largest texture size supported by your device. Mobile devices usually have stricter limitations. I’d recommend keeping your textures below 1024 pixels, though a desktop could almost certainly handle something much larger (around 4096 or 8196) if you don’t mind the memory usage.
