Skip to content

Conversation

@cabanier
Copy link
Contributor

@cabanier cabanier commented Jul 30, 2021

Description

The change switches more code away from the old style WebXRLayer by relying on WebGL2 MSAA support.
I carefully coded this to avoid flushes of the AA data to main memory so it's just as fast as before.

I did notice that other parts of three.js are causing flushes. I will debug those separately.

This contribution is funded by Oculus.

@cabanier cabanier marked this pull request as ready for review August 1, 2021 02:02
@mrdoob mrdoob added this to the r132 milestone Aug 2, 2021
@mrdoob mrdoob merged commit 3defafa into mrdoob:dev Aug 2, 2021
@mrdoob
Copy link
Owner

mrdoob commented Aug 2, 2021

Thanks!

@mrdoob
Copy link
Owner

mrdoob commented Aug 2, 2021

I wonder if we even need a WebGL1 code path...
Isn't it very unlikely that a WebXR device won't have WebGL2 support too?

@Mugen87
Copy link
Collaborator

Mugen87 commented Aug 2, 2021

Isn't it very unlikely that a WebXR device won't have WebGL2 support too?

AFAIK, yes 😇 .

@jure
Copy link
Contributor

jure commented Aug 2, 2021

WebGL 1.0 WebXR-related code paths can probably be safely removed once WebGL 2.0 is enabled by default on Safari/iOS devices, to prevent the unlikely scenario of WebXR support landing (looks like it's close) and WebGL 1.0 still being the default. It seems likely that those two would ship together though.

@mrdoob
Copy link
Owner

mrdoob commented Aug 3, 2021

I doubt WebXR will land in Safari any time soon...
Don't you think they would have mentioned that at WWDC if so?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

4 participants