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Apparently gl.getShaderPrecisionFormat returns null or undefined in some cases, so the current code just crashes when high precision isn't supported. The webgl code needs to be tested on lower capability machines. Ideally automatically.
Look for services that can run CI tests including webgl on a variety of machines.
The text was updated successfully, but these errors were encountered:
Apparently gl.getShaderPrecisionFormat returns null or undefined in some cases, so the current code just crashes when high precision isn't supported. The webgl code needs to be tested on lower capability machines. Ideally automatically.
Look for services that can run CI tests including webgl on a variety of machines.
The text was updated successfully, but these errors were encountered: