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More to the point: Apple refuses to support WebGL 2.0, as they want to actively cripple the web, not just castrate it, so even if your app would work fine with
by saurik 6y ago
More to the point: Apple refuses to support WebGL 2.0, as they want to actively cripple the web, not just castrate it, so even if your app would work fine with it, you can't use it.
- saagarjha 6y agoApple added a commit to WebKit enabling WebGL 2 by default two days ago, which I assume means it’ll roll out in the next couple releases. Now, I think it’s still buggy in some places (I’ll check tomorrow to see if any improvements were made in ToT vs my iPad) but it is there and they support it.
- saagarjha 6y agoUpdate: I tried a bunch of things on noclip.website and ShaderToy (which never seemed to work properly before) and they seem to be largely functional.