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@lexaknyazev found that applications using the (old, no longer maintained) SceneJS framework are rendering incorrectly on Apple Silicon because the GLSL normalize() operation is being called on 0-length vectors. This behavior isn't defined in GLSL, but it happens to return a zero-length vector on basically all other GPU hardware. On Apple Silicon it produces a vector containing NaNs.
To improve WebGL's portability, the WebGL WG agreed to add a test for this case and to work around it in ANGLE's shader translator on this hardware.
The text was updated successfully, but these errors were encountered:
@lexaknyazev found that applications using the (old, no longer maintained) SceneJS framework are rendering incorrectly on Apple Silicon because the GLSL
normalize()
operation is being called on 0-length vectors. This behavior isn't defined in GLSL, but it happens to return a zero-length vector on basically all other GPU hardware. On Apple Silicon it produces a vector containing NaNs.To improve WebGL's portability, the WebGL WG agreed to add a test for this case and to work around it in ANGLE's shader translator on this hardware.
The text was updated successfully, but these errors were encountered: