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Sorry for the ignorance but : 1- will devices remain backwards compatible with webgl 1 ? 2- will three.js be able to easily update to this version ?
by ionwake 10y ago
Sorry for the ignorance but :
1- will devices remain backwards compatible with webgl 1 ?
2- will three.js be able to easily update to this version ?
- roschdal 10y ago> 1- will devices remain backwards compatible with webgl 1 Yes. > 2- will three.js be able to easily update to this version ? https://github.com/mrdoob/three.js/issues/9965 https://github.com/mrdoob/three.js/issues/9965
- ehsankia 10y agoI'm still not fully clear with #1. If your device only supports WebGL1, but the site uses getContext('webgl2'), you'd get an error right? So if your application can work with WebGL1, you should use that if you want to reach maximal audience? Also, is it all or nothing? Could certain parts of WebGL2 work and others not be supported? Could you get away with using webgl2 if you don't use certain advanced features?
- deleted 10y ago[deleted]
- sillysaurus3 10y agoWelcome to graphics programming! Enjoy your stay! (Yes. To everything. Except "Could certain parts of WebGL2 work and others not be supported?" -- The point of having a spec is that if your graphics driver advertises support for WebGL XX, then you can be sure the host is capable of running all the features of XX, short of bugs in the driver.)