This conformance makes it possible for the API to take advantage of hardware graphics acceleration provided by the user's device.
Support for WebGL is present in Firefox 4+, Google Chrome 9+, Opera 12+, Safari 5.1+, Internet Explorer 11+, and Microsoft Edge build 10240+; however, the user's device must also have hardware that supports these features.
WebGL 2 is a major update to WebGL which is provided through the
interface. It is based on OpenGL ES 3.0 and new features include:
Below, you'll find an assortment of guides to help you learn WebGL concepts and tutorials that offer step-by-step lessons and examples.
|OpenGL ES 3.0||Standard|
|OpenGL ES 2.0||Standard|
|WebGL 2.0||编者草案||Builds on top of WebGL 1. Based on OpenGL ES 3.0.|
|WebGL 1.0||Recommendation||Initial definition. Based on OpenGL ES 2.0|
||Opera 12||Safari 5.1||WebView Android Yes||Chrome Android 25||Firefox Android Yes||Opera Android 12||Safari iOS 8||Samsung Internet Android 1.5|
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
context name, but older ones need
as well. In addition, the upcoming
is fully backwards-compatible and will have the context name
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:
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
true, disables all WebGL extensions. This is