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This week Chrome announced their intent to ship WebGL 2.0 so I guess it’s about time to start adding support!

There are already some PRs that add support to WebGLRenderer for some of the new features but, somehow, it didn’t feel it was good idea to make WebGLRenderer support both webgl and webgl2.

Say hello to WebGL2Renderer! https://github.com/mrdoob/three.js/commit/2ff9d410753b72a5e43b211dc3be26f0f0ab8a0e 👋

A new renderer not only will save us from tons of conditionals but also will give us the chance of cleaning things up; starting with only supporting BufferGeometry ✌️

Sorry for all the people which PRs didn’t got merged because of my indecision! 😔

Issue Analytics

  • State:closed
  • Created 7 years ago
  • Reactions:105
  • Comments:84 (40 by maintainers)

github_iconTop GitHub Comments

12reactions
mrdoobcommented, Jan 27, 2017

Planning to start looking into all this next week! ✌️

11reactions
aldanorcommented, Oct 14, 2018

Apologies if asking the obvious, but after reading this whole issue, with the last post being half a year ago, and finding a few references to webgl2 in both the master source code and examples, I still can’t seem to quite figure it out.

Wonder if webgl2 is any usable in its current state in Three.js? (even if just rendering simple buffergeometry meshes) Would the EffectComposer work with a webgl2-context-enabled renderer? Would the render target have to be adjusted in any way?

The biggest question, of course, is whether it’s currently possible to get proper antialiasing when using composer with custom passes?

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