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[Public WebGL] Reading PNG files directly.

I have several situations where I need to read the content of an image
file in JavaScript (eg, I use a height map for cheesy collision

It looks like all of the examples where people are doing this entails
loading the image into an off-screen <canvas> - then reading back data
from the canvas as needed...so that's what I'm doing.

However, I'm getting odd reports of problems in these subsystems - and I
suspect that these relate to people with 16 bit frame buffer setups where
the data is being cut back to 4/4/4/4 precision.

Is there any way to get around this?  (Aside from packing my data into
only the 4 MSB's - which would double the size of my height map

  -- Steve

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