Godot: WebGL 1 support

Created on 13 Dec 2017  Â·  12Comments  Â·  Source: godotengine/godot

Hi,

I created this issue to start a discussion around support of WebGL 1 in Godot 3.x.

Our interest in WebGL 1 stems from the following statistics (Taken from caniuse.com):

  • WebGL 1 browser support: 92.93%
  • WebGL 2 browser support: 59.74% (Most notably Safari and Edge support missing)

My understanding is that WebGL 1 is somewhat based on OpenGL ES 2.0: "This specification may diverge from OpenGL ES 2.0 in order to ensure interoperability or security, often defining areas that OpenGL ES 2.0 leaves implementation-defined." from https://www.khronos.org/registry/webgl/specs/1.0/

Since @karroffel will be working on a OpenGL ES 2.0 renderer for Godot 3.1, my question is whether this will also entail WebGL 1 support?

Further, what limitations will the OpenGL ES 2.0 renderer have compared to the GLES3 renderer?

discussion feature proposal html5 rendering

Most helpful comment

WebGL 1.0 driver is available for testing with #17343

All 12 comments

It is as you say, currently @karroffel is backporting Godot 3.0 to GLES2,
which should make it work properly on WebGL1.
The GLES2 renderer will be more similar to how Unity works in mobile, and
will likely not support some of the most advanced post processings or real
time -GI (though I'm adding lightmap support to compensate).. yet it should
be full PBR.

On Wed, Dec 13, 2017 at 5:23 AM, Christian Uldall Pedersen <
[email protected]> wrote:

Hi,

I created this issue to start a discussion around support of WebGL 1 in
Godot 3.x.

Our interest in WebGL 1 stems from the following statistics (Taken from
caniuse.com):

  • WebGL 1 browser support: 92.93%
  • WebGL 2 browser support: 59.74% (Most notably Safari and Edge
    support missing)

My understanding is that WebGL 1 is somewhat based on OpenGL ES 2.0: "This
specification may diverge from OpenGL ES 2.0 in order to ensure
interoperability or security, often defining areas that OpenGL ES 2.0
leaves implementation-defined." from https://www.khronos.org/
registry/webgl/specs/1.0/

Since @karroffel https://github.com/karroffel will be working on a
OpenGL ES 2.0 renderer for Godot 3.1, my question is whether this will also
entail WebGL 1 support?

What limitations will the OpenGL ES 2.0 renderer have compared to the
GLES3 renderer?

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There's more to it than implementing an OpenGL ES 2.0 rasterizer, WebGL 1.0 has several limitations that the implementation needs to deal with if support is desired

@karroffel Do you have any plans for taking these limitations into consideration when implementing the GLES2 renderer? If not, we would be very interested in discussing work-for-hire in this regard.

There should be no problem in supporting WebGL1, the main limitation is not
using arrays from main memory and this should definitely not happen.

On Thu, Dec 14, 2017 at 3:34 PM, Christian Uldall Pedersen <
[email protected]> wrote:

@karroffel https://github.com/karroffel Do you have any plans for
taking these limitations into consideration when implementing the GLES2
renderer? If not, we would be very interested in discussing work-for-hire
in this regard.

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@uldall I will make it work on my main development machine first, then make it work on other platforms. Proper HTML export is something that's planned to be done, but not up front but patched in after it's all working already on other platforms.

That is definitely great news :)

WebGL 1.0 driver is available for testing with #17343

Awesome! :)

That PR was merged, shouldn't this issue be closed?

Some testing might be in order to ensure that basic functionality work (at least similar to current desktop OpenGL 2.1).

That PR was merged, shouldn't this issue be closed?

I think now yes, the specific issues can be created separately + the topic seems dead, what do you think @akien-mga ?

Yes, we can consider it fixed.

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