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Remove last direct mentions of GL1 (#6398)
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* Remove last direct mentions of GL1

* one more

* Apply suggestions from code review

Co-authored-by: Donovan Hutchence <slimbuck7@gmail.com>

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Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
Co-authored-by: Donovan Hutchence <slimbuck7@gmail.com>
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3 people committed May 20, 2024
1 parent d09fa8c commit 0869979
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Showing 5 changed files with 4 additions and 5 deletions.
2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -40,7 +40,7 @@ PlayCanvas is used by leading companies in video games, advertising and visualiz

PlayCanvas is a fully-featured game engine.

* 🧊 **Graphics** - Advanced 2D + 3D graphics engine built on WebGL 1 & 2.
* 🧊 **Graphics** - Advanced 2D + 3D graphics engine built on WebGL2 & WebGPU.
* 🏃 **Animation** - Powerful state-based animations for characters and arbitrary scene properties
* ⚛️ **Physics** - Full integration with 3D rigid-body physics engine [ammo.js](https://github.com/kripken/ammo.js)
* 🎮 **Input** - Mouse, keyboard, touch, gamepad and VR controller APIs
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2 changes: 1 addition & 1 deletion src/platform/graphics/webgl/webgl-graphics-device.js
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Expand Up @@ -930,7 +930,7 @@ class WebglGraphicsDevice extends GraphicsDevice {
this.extCompressedTextureASTC = this.getExtension('WEBGL_compressed_texture_astc');
this.extParallelShaderCompile = this.getExtension('KHR_parallel_shader_compile');

// iOS exposes this for half precision render targets on both Webgl1 and 2 from iOS v 14.5beta
// iOS exposes this for half precision render targets on WebGL2 from iOS v 14.5beta
this.extColorBufferHalfFloat = this.getExtension("EXT_color_buffer_half_float");
}

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1 change: 0 additions & 1 deletion src/scene/gsplat/gsplat-instance.js
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Expand Up @@ -57,7 +57,6 @@ class GSplatInstance {
// clone options object
options = Object.assign(this.options, options);

// not supported on WebGL1
const device = splat.device;

// create the order texture
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2 changes: 1 addition & 1 deletion src/scene/renderer/shadow-map.js
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Expand Up @@ -143,7 +143,7 @@ class ShadowMap {

static createCubemap(device, size, shadowType) {

const format = (shadowType === SHADOW_PCSS && !device.isWebGL1) ? PIXELFORMAT_R32F : PIXELFORMAT_RGBA8;
const format = shadowType === SHADOW_PCSS ? PIXELFORMAT_R32F : PIXELFORMAT_RGBA8;
const cubemap = new Texture(device, {
// #if _PROFILER
profilerHint: TEXHINT_SHADOWMAP,
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2 changes: 1 addition & 1 deletion src/scene/shader-lib/programs/lit-shader.js
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Expand Up @@ -842,7 +842,7 @@ class LitShader {
if (shadowTypeUsed[SHADOW_PCF1] || shadowTypeUsed[SHADOW_PCF3]) {
func.append(chunks.shadowStandardPS);
}
if (shadowTypeUsed[SHADOW_PCF5] && !device.isWebGL1) {
if (shadowTypeUsed[SHADOW_PCF5]) {
func.append(chunks.shadowStandardGL2PS);
}
if (useVsm) {
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