Remove references to removed GLES2 backend

- Update FAQ to remove issues resolved in 4.0, and add more advice
  on resolving VRR flicker issues.
This commit is contained in:
Hugo Locurcio
2023-03-10 17:14:26 +01:00
parent ffd5e00472
commit 9286f1b466
14 changed files with 83 additions and 120 deletions

View File

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