title: threejs compressed texture pc/mobile android/ios/chrome compatibility
body: <p>I have a sequence of images/textures to display with <code>threejs</code>.</p>
  <ul>
  <li><p>Firstly I loaded a lot of Raw RGB format data (<em>Uint8Array</em>) and fed into <strong>THREE.DataTexture</strong>. It was fine on PC and Android but seemed to hit the memory-bound and caused <em>page reload</em> on iOS safari.</p>
  <pre><code>var texture = new THREE.DataTexture(data, w, h, THREE.RGBFormat);
  </code></pre>
  </li>
  </ul>
  <p>What is the best way to have a lot of texture or texture data in memory for <code>threejs</code> to use?</p>
  <p><em>Must be compatible with PC/Android/iOS.</em></p>