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disable multisampling when webgl2 isn't supported #28
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afaik three.js has will check again and PR |
i think we can even compare the renderer (gl = useThree()) against three.webgl1renderer or something like that. because even if the webgl2 is supported, it's more about what users are actually using (they can always pick webgl1, even though the default in threejs is now webgl2). if we figure that out, all we need to do is set multisampling to 0 and safari is safe. |
Great library, +1 on this issue. |
This is what I'm doing to fix things at the moment: import { WEBGL } from 'three/examples/jsm/WebGL'
function Effects() {
const multisampling = WEBGL.isWebGL2Available() === false ? 0 : 8
render (<EffectComposer multisampling={multisampling}>{/* ... */}</EffectComposer>)
} Could something like this be used to set the The content of |
oh, yes, could you make a pr? would make sense to copy this function and then run: isWebGL2Available() ? value : 0 |
right now rpp crashes in safari.
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