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WebGLRenderer.precision: Update docs #24161
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The original link links to a page that seems to have been expanded a lot. I tried to update it to be more specific for the latest versions of the docs. Original archived page seems to be this one: https://web.archive.org/web/20190323030114/https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices >Using highp precision in fragment shaders will prevent your content from working on some older mobile hardware. You can use mediump instead, but be aware that this often results in corrupted rendering due to lack of precision on most mobile devices, and the corruption is not going to be visible on a typical desktop computer. In general, only using highp in both vertex and fragment shaders is safer unless shaders are thoroughly tested on a variety of platforms. Starting in Firefox 11, the WebGL getShaderPrecisionFormat() function is implemented, allowing you to check if highp precision is supported, and more generally letting you query the actual precision of all supported precision qualifiers.
I think the link should be rather to https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#be_precise_with_glsl_precision_annotations. |
I vote for that option. |
I removed the note 👍 |
Mugen87
approved these changes
May 30, 2022
Thanks! |
abernier
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Sep 16, 2022
* WebGLRenderer.precision: Update docs The original link links to a page that seems to have been expanded a lot. I tried to update it to be more specific for the latest versions of the docs. Original archived page seems to be this one: https://web.archive.org/web/20190323030114/https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices >Using highp precision in fragment shaders will prevent your content from working on some older mobile hardware. You can use mediump instead, but be aware that this often results in corrupted rendering due to lack of precision on most mobile devices, and the corruption is not going to be visible on a typical desktop computer. In general, only using highp in both vertex and fragment shaders is safer unless shaders are thoroughly tested on a variety of platforms. Starting in Firefox 11, the WebGL getShaderPrecisionFormat() function is implemented, allowing you to check if highp precision is supported, and more generally letting you query the actual precision of all supported precision qualifiers. * Remove note on WebGL `highp` precision * Remove note on WebGL highp precision Co-authored-by: Michael Herzog <[email protected]>
snagy
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Sep 21, 2022
* WebGLRenderer.precision: Update docs The original link links to a page that seems to have been expanded a lot. I tried to update it to be more specific for the latest versions of the docs. Original archived page seems to be this one: https://web.archive.org/web/20190323030114/https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices >Using highp precision in fragment shaders will prevent your content from working on some older mobile hardware. You can use mediump instead, but be aware that this often results in corrupted rendering due to lack of precision on most mobile devices, and the corruption is not going to be visible on a typical desktop computer. In general, only using highp in both vertex and fragment shaders is safer unless shaders are thoroughly tested on a variety of platforms. Starting in Firefox 11, the WebGL getShaderPrecisionFormat() function is implemented, allowing you to check if highp precision is supported, and more generally letting you query the actual precision of all supported precision qualifiers. * Remove note on WebGL `highp` precision * Remove note on WebGL highp precision Co-authored-by: Michael Herzog <[email protected]>
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Related issue: #24160
Description
The original link links to a page that seems to have been expanded a lot. I tried to update it to be more specific for the latest versions of the docs.
Original archived page seems to be this one:
https://web.archive.org/web/20190323030114/https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices
Feel free to close this PR if you feel its too narrow, or if you feel the comment should be removed in its entirety. 👍
Thanks for the great library and tool :)