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Remove references to removed GLES2 backend
- Update FAQ to remove issues resolved in 4.0, and add more advice on resolving VRR flicker issues.
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@@ -39,20 +39,13 @@ in the user's browser.
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WebGL version
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-------------
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Depending on your choice of renderer, Godot can target WebGL 1.0 (*GLES2*) or
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WebGL 2.0 (*GLES3*).
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Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering
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method). There is no stable way to run Vulkan applications on the web yet.
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WebGL 1.0 is the recommended option if you want your project to be supported
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on all browsers with the best performance.
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Godot's GLES3 renderer targets high end devices, and the performance using
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WebGL 2.0 can be subpar. Some features are also not supported in WebGL 2.0
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specifically.
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Additionally, while most browsers support WebGL 2.0, this is not yet the case
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for **Safari**. WebGL 2.0 support is coming in Safari 15 for macOS, and is not
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available yet for any **iOS** browser (all WebKit-based like Safari).
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See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for details.
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See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for a list of browser
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versions supporting WebGL 2.0. Note that Safari has several issues with WebGL
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2.0 support that other browsers don't have, so we recommend using a
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Chromium-based browser or Firefox if possible.
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.. _doc_javascript_export_options:
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@@ -200,12 +193,6 @@ The default HTML page does not display the boot splash while loading. However,
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the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
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can display it.
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Shader language limitations
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0
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doesn't support dynamic loops, so shaders using those won't work there.
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Serving the files
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-----------------
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