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Enable webgl1 fallback #2656
Enable webgl1 fallback #2656
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Codecov ReportAttention: Patch coverage is
Additional details and impacted files@@ Coverage Diff @@
## main #2656 +/- ##
==========================================
- Coverage 73.83% 73.77% -0.07%
==========================================
Files 237 238 +1
Lines 18893 18925 +32
Branches 4223 4244 +21
==========================================
+ Hits 13949 13961 +12
- Misses 4944 4964 +20 ☔ View full report in Codecov by Sentry. |
Is there a way to keep the new shaders code and use the rollup to translate it to "old" code? |
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I've made a webgl1 compatibility solution to the generate-shaders that downgrades the shaders. More advanced features of webgl2, and refactor of associated logic, won't be possible to approach with this webgl1 limitation in place, but at least the changes we have done already can be kept. |
LGTM! Thanks! Yea, this is what I meant. |
the downgrade is done at build time, right? what about downgrading at runtime? Indeed that would be a (small?) penality for webgl1 users, but it clearly states that webgl2 is the path that maplibre is optimizing for. |
@handymenny , yes, this is done a build time. It's an interesting idea to consider runtime transpiring - i'll bring that suggestion to the tsc meeting discussion as well. |
This is a fix to the regression caused by the complete sunset of webgl1. Closes #2653 , Closes #2644
This reverts shaders to GL ES 1.0, and adds conditional logic and union typings to allow webgl1 as a fallback while keeping the majority of users on webgl2.