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@@ -12,26 +12,29 @@ in the user's browser.
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with :kbd:`F12`, to view **debug information** like JavaScript,
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engine, and WebGL errors.
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-.. attention:: `There are significant bugs when running HTML5 projects on iOS <https://github.com/godotengine/godot/issues?q=is:issue+is:open+label:platform:html5+ios>`__
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+.. attention:: `There are significant bugs when running HTML5 projects on iOS
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+ <https://github.com/godotengine/godot/issues?q=is:issue+is:open+label:platform:html5+ios>`__
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(regardless of the browser). We recommend using
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:ref:`iOS' native export functionality <doc_exporting_for_ios>`
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instead, as it will also result in better performance.
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-WebGL 2
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--------
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+WebGL version
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+-------------
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-Until the *OpenGL ES 3* renderer is removed from Godot in favor of *Vulkan*,
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-HTML5 export uses *WebGL 2* when the *GLES3* option is selected.
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+Depending on your choice of renderer, Godot can target WebGL 1.0 (*GLES2*) or
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+WebGL 2.0 (*GLES3*).
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-.. warning:: Using WebGL 2 is not recommended due to its expected removal
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- from Godot without replacement.
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+WebGL 1.0 is the recommended option if you want your project to be supported
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+on all browsers with the best performance.
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-WebGL 2 is not supported in all browsers. **Firefox** and
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-**Chromium** (Chrome, Opera) are the most popular supported browsers,
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-**Safari** and **Edge** do not work. On **iOS**, all browsers are based on
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-WebKit (i.e. Safari), so they will also not work.
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+Godot's GLES3 renderer targets high end devices, and the performance using
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+WebGL 2.0 can be subpar. Some features are also not supported in WebGL 2.0
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+specifically.
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-Godot's WebGL 2 renderer has issues with 3D and is no longer maintained.
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+Additionally, while most browsers support WebGL 2.0, this is not yet the case
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+for **Safari**. WebGL 2.0 support is coming in Safari 15 for macOS, and is not
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+available yet for any **iOS** browser (all WebKit-based like Safari).
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+See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for details.
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.. _doc_javascript_export_options:
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@@ -44,9 +47,14 @@ game in the default browser for testing.
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You can choose the **Export Type** to select which features will be available:
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-- *Regular*: is the most compatible across browsers, will not support threads, nor GDNative.
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-- *Threads*: will require the browser to support `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__
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-- *GDNative*: enables GDNative support but makes the binary bigger and slower to load.
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+- *Regular*: is the most compatible across browsers, will not support threads,
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+ nor GDNative.
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+- *Threads*: will require the browser to support `SharedArrayBuffer
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+ <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__.
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+ See `Can I use SharedArrayBuffer <https://caniuse.com/sharedarraybuffer>`__
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+ for details.
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+- *GDNative*: enables GDNative support but makes the binary bigger and slower
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+ to load.
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If you plan to use :ref:`VRAM compression <doc_import_images>` make sure that
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**Vram Texture Compression** is enabled for the targeted platforms (enabling
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