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Description of the problem
I think we need "How to use WebGL 2.0" section in the document. Probably what we need in the section are
How to detect WebGL 2.0 availability.
if ( WEBGL.isWebGL2Available() === false ) {
document.body.appendChild( WEBGL.getWebGL2ErrorMessage() );
}
How to use WebGL 2.0 renderer.
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( 'webgl2' );
var renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
How to write GLSL ES3.0 with [Raw]ShaderMaterial.
<script id="vs" type="x-shader/x-vertex">
#version 300 es
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fs" type="x-shader/x-fragment">
#version 300 es
precision highp float;
precision highp int;
out vec4 out_FragColor;
void main() {
out_FragColor = vec4( 1.0 );
}
</script>
var material = new THREE.ShaderMaterial( {
vertexShader: document.getElementById( 'vs' ).textContent.trim(),
fragmentShader: document.getElementById( 'fs' ).textContent.trim()
} );
And the links to WebGL 2.0 examples. (And, WebGL 2.0 features we're supporting right now?)
Three.js version
- Dev
- r97
- ...
Browser
- All of them
- Chrome
- Firefox
- Internet Explorer
OS
- All of them
- Windows
- macOS
- Linux
- Android
- iOS
Hardware Requirements (graphics card, VR Device, ...)
looeee, haroldiedema and titansoftime