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Constants and types
WebGL 2 is a major update to WebGL which is provided through the
WebGL2RenderingContext interface. It is based on OpenGL ES 3.0 and new features include:
- 3D textures,
- Sampler objects,
- Uniform Buffer objects,
- Sync objects,
- Query objects,
- Tranform Feedback objects,
- Promoted extensions that are now core to WebGL 2: Vertex Array objects, instancing, multiple render targets, fragment depth.
Guides and tutorials
- WebGL tutorial: A beginner's guide to WebGL core concepts. A good place to start if you don't have previous WebGL experience.
- WebGL best practices: Tips and suggestions to improve your WebGL content.
- Using extensions: How to use extensions that are available in WebGL.
- WebGL model view projection: A detailed explanation of the three core matrices that are typically used to represent a 3D object view: the model, view and projection matrices.
- Matrix math for the web: A useful guide to how 3D transform matrices work, and can be used on the web — both for WebGL calculations and in CSS3 transforms.
- Raw WebGL: An introduction to WebGL A talk by Nick Desaulniers that introduces the basics of WebGL. This is a great place to start if you've never done low-level graphics programming.
- Khronos WebGL site The main web site for WebGL at the Khronos Group.
- Learning WebGL A site with tutorials on how to use WebGL.
- WebGL Fundamentals A basic tutorial with fundamentals of WebGL.
- WebGL playground An online tool for creating and sharing WebGL projects. Good for quick prototyping and experimenting.
- WebGL Stats A site with statistics about WebGL capabilities in browsers on different platforms.
- Sylvester An open source library for manipulating vectors and matrices. Not optimized for WebGL but extremely robust.
|WebGL 1.0||Recommendation||Initial definition. Based on OpenGL ES 2.0|
|WebGL 2.0||Editor's Draft||Builds on top of WebGL 1. Based on OpenGL ES 3.0.|
|OpenGL ES 2.0||Standard|
|OpenGL ES 3.0||Standard|
We're converting our compatibility data into a machine-readable JSON format. This compatibility table still uses the old format, because we haven't yet converted the data it contains. Find out how you can help!
|Feature||Chrome||Edge||Firefox (Gecko)||Internet Explorer||Opera||Safari|
|Basic support||9||(Yes)||4.0 (2.0)||11||12||5.1|
|WebGL 2||56||No support||51 (51)||No support||43||No support|
|Feature||Chrome for Android||Edge||Firefox Mobile (Gecko)||IE Mobile||Opera Mobile||Safari Mobile|
|Basic support||25||(Yes)||4||No support||12||8.1|
In addition to the browser, the GPU itself also needs to support the feature. So, for example, S3 Texture Compression (S3TC) is only available on Tegra-based tablets. Most browsers make the WebGL context available through the
webgl context name, but older ones need
experimental-webgl as well. In addition, the upcoming WebGL 2 is fully backwards-compatible and will have the context name
WebGL debugging and testing
Starting with Gecko 10.0 (Firefox 10.0 / Thunderbird 10.0 / SeaMonkey 2.7), there are two preferences available which let you control the capabilities of WebGL for testing purposes:
- A Boolean property that, when
true, enables a minimum capability mode. When in this mode, WebGL is configured to only support the bare minimum feature set and capabilities required by the WebGL specification. This lets you ensure that your WebGL code will work on any device or browser, regardless of their capabilities. This is
- A Boolean property that, when
true, disables all WebGL extensions. This is