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WebGLMultipleRenderTargets: Example fix iOS with MSAA #24141
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There is another issue only on iOS, some texture types will break in certain cases. I don't have an explanation of the why, I think it's just a bug. Also, there was an issue with Safari which was fixed in the latest version (15.5) where it was required to clear the canvas before rendering the scene. I only added comments since this issue has been patched, should we add it anyway?
// safari prior 15.5 needs the renderer to be cleared() | ||
// if ( parameters.samples > 0 ) { | ||
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// renderer.clear(); | ||
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// } | ||
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This also affected scenes that used antialias
on the renderer, with gl.clear()
being a workaround that accepted any combination of bits -- even simply zero.
Since being patched, I think we can direct users to keep their browsers up-to-date rather than employ these workarounds. iOS is a bit too unstable for comfort.
I would prefer to keep code like this out of the examples. They don't have to demonstrate how to achieve a library feature with older/buggy browsers. |
Alright! Just fix the iOS issue by removing the unnecessary float texture format 👍 |
* WebGLMultipleRenderTargets: Example fix iOS with MSAA There is another issue only on iOS, some texture types will break in certain cases. I don't have an explanation of the why, I think it's just a bug. Also, there was an issue with Safari which was fixed in the latest version (15.5) where it was required to clear the canvas before rendering the scene. I only added comments since this issue has been patched, should we add it anyway? * Update webgl2_multiple_rendertargets.html
* WebGLMultipleRenderTargets: Example fix iOS with MSAA There is another issue only on iOS, some texture types will break in certain cases. I don't have an explanation of the why, I think it's just a bug. Also, there was an issue with Safari which was fixed in the latest version (15.5) where it was required to clear the canvas before rendering the scene. I only added comments since this issue has been patched, should we add it anyway? * Update webgl2_multiple_rendertargets.html
* WebGLMultipleRenderTargets: Example fix iOS with MSAA There is another issue only on iOS, some texture types will break in certain cases. I don't have an explanation of the why, I think it's just a bug. Also, there was an issue with Safari which was fixed in the latest version (15.5) where it was required to clear the canvas before rendering the scene. I only added comments since this issue has been patched, should we add it anyway? * Update webgl2_multiple_rendertargets.html
There is another issue only on iOS, some texture types will break in certain cases. I don't have an explanation of the why, I think it's just a bug.
Also, there was an issue with Safari which was fixed in the latest version (15.5) where it was required to clear the canvas before rendering the scene. I only added comments since this issue has been patched, should we add it anyway?