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@@ -96,31 +96,31 @@
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<p>
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An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
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- - [property:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.
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+ - [page:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.
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According to [link:https://webglstats.com/ WebGLStats], as of February 2016 over 95% of WebGL enabled devices support this.<br />
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- - [property:Boolean floatVertexTextures]: *true* if [property:Boolean floatFragmentTextures] and [property:Boolean vertexTextures] are both true.<br />
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- - [property:Method getMaxAnisotropy](): Returns the maximum available anisotropy.<br />
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- - [property:Method getMaxPrecision](): Returns the maximum available precision for vertex and fragment shaders. <br />
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- - [property:Boolean logarithmicDepthBuffer]: *true* if the [property:parameter logarithmicDepthBuffer] was set to true in the constructor and
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+ - [page:Boolean floatVertexTextures]: *true* if [page:Boolean floatFragmentTextures] and [page:Boolean vertexTextures] are both true.<br />
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+ - [page:Method getMaxAnisotropy](): Returns the maximum available anisotropy.<br />
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+ - [page:Method getMaxPrecision](): Returns the maximum available precision for vertex and fragment shaders. <br />
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+ - [page:Boolean logarithmicDepthBuffer]: *true* if the [page:parameter logarithmicDepthBuffer] was set to true in the constructor and
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the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth] extension.
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According to [link:https://webglstats.com/ WebGLStats], as of February 2016 around 66% of WebGL enabled devices support this.<br />
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- - [property:Integer maxAttributes]: The value of *gl.MAX_VERTEX_ATTRIBS*.<br />
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- - [property:Integer maxCubemapSize]: The value of *gl.MAX_CUBE_MAP_TEXTURE_SIZE*.
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+ - [page:Integer maxAttributes]: The value of *gl.MAX_VERTEX_ATTRIBS*.<br />
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+ - [page:Integer maxCubemapSize]: The value of *gl.MAX_CUBE_MAP_TEXTURE_SIZE*.
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Maximum height * width of cube map textures that a shader can use.<br />
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- - [property:Integer maxFragmentUniforms]: The value of *gl.MAX_FRAGMENT_UNIFORM_VECTORS*.
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+ - [page:Integer maxFragmentUniforms]: The value of *gl.MAX_FRAGMENT_UNIFORM_VECTORS*.
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The number of uniforms that can be used by a fragment shader.<br />
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- - [property:Integer maxTextureSize]: The value of *gl.MAX_TEXTURE_SIZE*.
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+ - [page:Integer maxTextureSize]: The value of *gl.MAX_TEXTURE_SIZE*.
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Maximum height * width of a texture that a shader use.<br />
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- - [property:Integer maxTextures]: The value of *gl.MAX_TEXTURE_IMAGE_UNITS*.
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+ - [page:Integer maxTextures]: The value of *gl.MAX_TEXTURE_IMAGE_UNITS*.
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The maximum number of textures that can be used by a shader.<br />
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- - [property:Integer maxVaryings]: The value of *gl.MAX_VARYING_VECTORS*.
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+ - [page:Integer maxVaryings]: The value of *gl.MAX_VARYING_VECTORS*.
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The number of varying vectors that can used by shaders.<br />
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- - [property:Integer maxVertexTextures]: The value of *gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS*.
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+ - [page:Integer maxVertexTextures]: The value of *gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS*.
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The number of textures that can be used in a vertex shader.<br />
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- - [property:Integer maxVertexUniforms]: The value of *gl.MAX_VERTEX_UNIFORM_VECTORS*.
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+ - [page:Integer maxVertexUniforms]: The value of *gl.MAX_VERTEX_UNIFORM_VECTORS*.
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The maximum number of uniforms that can be used in a vertex shader.<br />
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- - [property:String precision]: The shader precision currently being used by the renderer.<br />
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- - [property:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertext textures can be used).<br />
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+ - [page:String precision]: The shader precision currently being used by the renderer.<br />
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+ - [page:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertext textures can be used).<br />
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</p>
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<h3>[property:Array clippingPlanes]</h3>
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