In general we try to avoid device-specific features, since they complicate the codebase significantly (in this case making two separate paths for handling sampling). This involves more development work and more difficult bugs (e.g. issues that only happen in a specific WebGL version which are harder to diagnose and fix). If we do this a lot then it gets even worse as you can end up with issues that only occur on devices that match three or four requirements, which turns in to a major time-sink, which we just can't afford with our limited resources. Sometimes we can justify it for a major feature, but I don't think this qualifies, it seems like it's just a nice-to-have.
This is actually very difficult to do, because in WebGL 1 samplers and textures aren't separated, so you have to specify the sampler when loading the texture.
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I measured an improvement using your project. So I'm not sure why you'd see something different.
The best practices haven't changed. We would mention if they had.
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The problem is the software on those devices being years out of date. I'm not sure we can fix that for people, they need to keep the software up-to-date otherwise it won't work with modern web tech.
The release notes cover our expected schedule.
I'm not sure what you mean - what best practice? It's fully automated.
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Member since 21 May, 2007
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