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Godot Web Editor not using/allowing gles3 #52455
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Indeed, I can reproduce this. This indeed means that the rasterizer implementation reports |
GLES3 (WebGL2) has always been disabled in the Web Editor. |
Originally, the project manager would not allow you to create GLES3 projects at all, not sure when it changed. |
Here? godot/platform/javascript/os_javascript.cpp Lines 807 to 814 in bb2772d
According to the blame, this was 12 months ago from this commit. |
@SIsilicon that's the commit that disables GLES3 for the web editor. |
IIRC it was disabled in the prototype phase due to issues, but I don't think we aimed for it to stay this way. Do you remember what the issues were? Was it just context switching being problematic? |
IIRC the reason was browsers never really free the GL context. Which means the canvas must be deleted and recreated every time the editor or game changes from GLES3 to GLES2. It needs some rework of the |
Fixed by #53991. |
Godot version
3.3.3.stable
System information
Windows 10, Google Chrome Browser
Issue description
Even though the editor may say that is using GLES 3, all the objects and the editor itself still act as if it's running in GLES 2.
edit And yes, the browser supports WebGL 2.0.
edit Also, I checked and this quirk has been here since Godot 3.3.
Steps to reproduce
Just enter a project with GLES 3. If you try to edit the environment, you'll notice that features such as ssao and tone mapping are not available.
Minimal reproduction project
No response
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