Previous versions of Docker Desktop worked properly, I just installed the latest this week and this problem appears. In case my hardware is the problem, Is there a way to run Docker Desktop without needing WebGL2 for logs view? Hi@cacharrincould you try out this custom build to see if t...
The initial APIs of this module are supported since API version 7. Newly added APIs will be marked with a superscript to indicate their earliest API version. WebGL2 complies with the OpenGL protocol and does not support multi-thread calling. This module can be used only in the JavaScript-com...
你需要先获取 HTML 中的 <canvas> 元素,并调用其 getContext("webgl2") 方法来获取 WebGL2 渲染上下文。javascript const canvas = document.getElementById('myCanvas'); const gl = canvas.getContext('webgl2'); if (!gl) { console.error('WebGL 2 not supported'); return; } ...
beginRenderPass: Only primary command buffer is supported. ### 16402 execute is not supported. ### 16403 GPU memory alias is not supported ### 16404 Block '%s' does not bound ### 16405 This device does not support WebGL2 15 changes: 12 additions & 3 deletions 15 cocos/core/global-ex...
在深圳Cocos沙龙上,有幸结识了社区中大名顶顶的Colin,Shawn在在论坛上第一次看到Colin的团队用Cocos...
Last but not the least, the 2D Texture Array concept is available with the 3D Texture feature. That is, multiple 2D textures can be stored in an array that can be accessed. It has its own sampler:sampler2DArray, but it shares thetexImage3DGL functions. Here’s an example call: ...
the detail, we need to switch to floating point textures (32 bit floatgl.RGBA32For 16 bit floatgl.RGBA16F). The catch is that these textures are not supported on all hardware and are not part of WebGL2 core. They are available through optional extensions, that we need to check if ...
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit if (TextureImage[0]=LoadBMP("1.bmp")) { Status=TRUE; // Set The Status To TRUE glGenTextures(3, &texture[0]); // Create Three Textures ...
getSupportedExtensions; gl.getSupportedExtensions = function (): string[] | null { const extensions = originalGetSupportedExtensions.apply(gl) || []; return extensions?.concat(Object.keys(boundExtensions)); }; } // Update unsized WebGL1 formats to sized WebGL2 formats // todo move to ...