DataTexture with LuminanceFormat UnsignedShort is not renderable
<p>I've a small question concerning GL_LUMINANCE with uint16 data. I have some OpenGL code I want to bring to WebGL / three.js:</p>

<pre><code>glTexImage2D(GL_TEXTURE_2D, 0, myColor, (ushort)width, 
             (ushort)height, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, imageData);
</code></pre>

<p>When running this basic sample code I get the error</p>

<pre><code>texture bound to texture unit 0 is not renderable. 
It maybe non-power-of-2 and have incompatible texture filtering.
</code></pre>

<p>I'm not an expert so maybe this does not work at all?
So thats the basic sample:</p>

<pre><code>&lt;!DOCTYPE html&gt;
&lt;html&gt;
  &lt;head&gt;
    &lt;meta http-equiv="Pragma" content="no-cache"&gt; 
    &lt;meta http-equiv="Expires" content="-1"&gt;

    &lt;script type="text/javascript" src="js/three.js"&gt;&lt;/script&gt;    
  &lt;/head&gt;
  &lt;body&gt;
      &lt;canvas id="c" width="800" height="800" style="border:1px solid"&gt;No canvas functionality&lt;/canvas&gt;
      &lt;script&gt;
          var canvas = document.getElementById("c");
          var scene = new THREE.Scene();
          var camera = new THREE.PerspectiveCamera(75, canvas.width / canvas.height, 0.1, 1000);
          var renderer = new THREE.WebGLRenderer( { canvas: canvas } );

          var test = new Uint16Array(2048 * 2048);
          for(var i = 0; i &lt; test.length; i++) {
              test[i] = Math.floor((Math.random() * 0xFFFF) + 1);
          }

          var geometry = new THREE.PlaneGeometry(1, 1);
          var tex = new THREE.DataTexture(test, 2048, 2048, THREE.LuminanceFormat, THREE.UnsignedShortType);
          var material = new THREE.MeshBasicMaterial( { map: tex } );
          var mesh = new THREE.Mesh(geometry, this.material);
          material.map.needsUpdate = true;
          scene.add(mesh);

          var bbox = new THREE.BoundingBoxHelper( mesh, 0xFF0000 );
          bbox.update();
          scene.add( bbox );

          camera.position.z = 1;

          function render() {
          renderer.render(scene, camera);
      }

          requestAnimationFrame(render);
      &lt;/script&gt;
  &lt;/body&gt;
&lt;/html&gt;
</code></pre>

<p>Thanks in advance</p>