So I wrote about it!
If you're interested in WebGPU, glTF, or simply graphics on the web, check it out!
Context creation will fail if the implementation determines that the performance of the created WebGL context would be dramatically lower than that of a native application making equivalent OpenGL calls.Essentially, if there's any reason why the browser feels that the requested WebGL context will have significant performance overhead setting this flag allows the browser to simply not give you a context. It's a way for you as the developer to say "This context needs to perform really well, and if you can't deliver that then I'd rather not get one at all." In Chrome's case specifically, there's only one reason we will currently fail to return a context and that's if the SwiftShader software renderer is being used. (We may add more cases in the future.)
ho·lis·tic
Adjective
- Characterized by comprehension of the parts of something as intimately interconnected and explicable only by reference to the whole.
- Characterized by the treatment of the whole person, taking into account mental and social factors, rather than just the physical...
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| And still no Shakespeare... |
bindMeshArrays(gl);
for (i = 0; i < meshInstances.length; i++) {
var instance = meshInstances[i];
gl.bindUniform3fv(meshPosition, instance.position);
gl.bindUniform4fv(meshColor, instance.color);
gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_SHORT, 0);
}