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WebGL2 is out now and a lot of useful stuff they we have actually wanted to use is now possible in it. For example: Loop restrictions in shaders removed
In WebGL1 a loop in a shader had to use a constant integer expression. WebGL2 removes that limit (in GLSL 300 es)
Matrix functions in GLSL
In WebGL1 if needed to get the inverse of a matrix you had to pass it in as a uniform. In WebGL2 GLSL 300 es there's the built in inverse function as well as transpose.
These were the two that really jumped out to me when briefly reading through this webpage.
Three.js also now supports webgl2 with version R95. Of course WebGL2 isn't supported by all devices however given that we have the mobile version of the program I don't think it would be a bad idea to transition the main desktop version to WebGL2, as it would eliminate a lot of hacky workarounds and unnecessary uniforms.
The text was updated successfully, but these errors were encountered:
WebGL2 is out now and a lot of useful stuff they we have actually wanted to use is now possible in it.
For example:
Loop restrictions in shaders removed
In WebGL1 a loop in a shader had to use a constant integer expression. WebGL2 removes that limit (in GLSL 300 es)
Matrix functions in GLSL
In WebGL1 if needed to get the inverse of a matrix you had to pass it in as a uniform. In WebGL2 GLSL 300 es there's the built in inverse function as well as transpose.
These were the two that really jumped out to me when briefly reading through this webpage.
Three.js also now supports webgl2 with version R95. Of course WebGL2 isn't supported by all devices however given that we have the mobile version of the program I don't think it would be a bad idea to transition the main desktop version to WebGL2, as it would eliminate a lot of hacky workarounds and unnecessary uniforms.
The text was updated successfully, but these errors were encountered: