File: Browser-support.html

package info (click to toggle)
three.js 111%2Bdfsg1-2
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 15,184 kB
  • sloc: javascript: 133,174; makefile: 24; sh: 1
file content (123 lines) | stat: -rw-r--r-- 3,248 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
<!DOCTYPE html>
<html lang="en">
<head>
	<meta charset="utf-8">
	<base href="../../../" />
	<script src="list.js"></script>
	<script src="page.js"></script>
	<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
	<h1>[name]</h1>

	<h2>Overview</h2>
	<div>
		<p>
			Three.js can use WebGL to render your scenes on all modern browsers. For older browsers, especially Internet Explorer 10 and below, you may have to fallback to one of the other [link:https://github.com/mrdoob/three.js/tree/master/examples/js/renderers renderers] (CSS2DRenderer, CSS3DRenderer, SVGRenderer). Additionally, you may have to include some polyfills, especially if you are using files from the [link:https://github.com/mrdoob/three.js/tree/master/examples /examples] folder.
		</p>
		<p>
			Note: if you don't need to support these old browsers, then it is not recommended to use the other renderers as they are slower and support less features than the WebGLRenderer.
		</p>
	</div>

	<h2>Browsers that support WebGL</h2>
	<div>
		<p>
			Google Chrome 9+, Firefox 4+, Opera 15+, Safari 5.1+, Internet Explorer 11 and Microsoft Edge. You can find which browsers support WebGL at [link:https://caniuse.com/#feat=webgl Can I use WebGL].
		</p>
	</div>

	<h2>JavaScript Language Features or Web APIs Used in three.js</h2>
	<div>
		<p>
			Here are some features used in three.js. Some of them may require additional polyfills.
		</p>
		<table>
			<thead>
				<tr>
					<th>Feature</th>
					<th>Use Scope</th>
					<th>Modules</th>
				</tr>
			</thead>
			<tbody>
				<tr>
					<td>Typed Arrays</td>
					<td>Source</td>
					<td>BufferAttribute, BufferGeometry, etc.</td>
				</tr>
				<tr>
					<td>Web Audio API</td>
					<td>Source</td>
					<td>Audio, AudioContext, AudioListener, etc.</td>
				</tr>
				<tr>
					<td>WebVR API</td>
					<td>Source</td>
					<td>WebVRManager, etc.</td>
				</tr>
				<tr>
					<td>Blob</td>
					<td>Source</td>
					<td>FileLoader, etc.</td>
				</tr>
				<tr>
					<td>Promise</td>
					<td>Examples</td>
					<td>GLTFLoader, GLTFExporter, WebVR, VREffect, etc.</td>
				</tr>
				<tr>
					<td>Fetch</td>
					<td>Examples</td>
					<td>ImageBitmapLoader, etc.</td>
				</tr>
				<tr>
					<td>File API</td>
					<td>Examples</td>
					<td>GLTFExporter, etc.</td>
				</tr>
				<tr>
					<td>URL API</td>
					<td>Examples</td>
					<td>GLTFLoader, etc.</td>
				</tr>
				<tr>
					<td>Pointer Lock API</td>
					<td>Examples</td>
					<td>PointerLockControls</td>
				</tr>
			</tbody>
		</table>
	</div>

	<h2>Polyfills</h2>
	<div>
		<p>Just import polyfills based on your requirements. Taking IE9 as an example, you need to polyfill at least these features:</p>
		<ul>
			<li>Typed Arrays</li>
			<li>Blob</li>
		</ul>
	</div>

	<h3>Suggested polyfills</h3>
	<div>
		<ul>
			<li>
				[link:https://github.com/zloirock/core-js core-js]
			</li>
			<li>
				[link:https://github.com/inexorabletash/polyfill/blob/master/typedarray.js typedarray.js]
			</li>
			<li>
				[link:https://github.com/stefanpenner/es6-promise/ ES6-Promise]
			</li>
			<li>
				[link:https://github.com/eligrey/Blob.js Blob.js]
			</li>
			<li>
				[link:https://github.com/github/fetch fetch]
			</li>
		</ul>
	</div>
</body>
</html>