Wednesday, December 31, 2025
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Assist for older units – Cocos Creator


Now our small group is in search of a neighborhood different to the Playcanvas on-line engine on which we’ve been creating video games for a while. The principle requirement that pressured us to develop there may be help for outdated units, specifically TVs (Samsung Tizen OS and LG WebOS). They’ve an outdated model of the online engine (Chromium ~53), and in addition, in response to outdated applied sciences, outdated/weak {hardware}.

Concerning Cocos Creator – I see the potential of setting a browser goal from the editor (browserslist question string – “defaults, chrome >37”), which provides hope. However when I attempt to take a look at the construct of an empty mission – I get shader errors at startup on TV. Switching the render pipeline didn’t assist. Am I lacking one thing?

Error 16323, please go to https://github.com/cocos/cocos-engine/blob/3.8.8/EngineErrorMap.md#16323 to see particulars. Arguments: FragmentShader, builtin-standard|standard-vs|standard-fs|CC_USE_FOG4|CC_SUPPORT_CASCADED_SHADOW_MAP1|CC_TONE_MAPPING_TYPE1|CC_SHADOWMAP_FORMAT1|CC_SHADOWMAP_USE_LINEAR_DEPTH1
Error 16324, please go to https://github.com/cocos/cocos-engine/blob/3.8.8/EngineErrorMap.md#16324 to see particulars. Arguments
//giant shader code right here
ERROR: 0:80: 'highp' : precision is just not supported in fragment shader 
WARNING: 0:3648: '' : surprising finish of file present in directive

(256 warnings) WebGL: INVALID_OPERATION: drawElements: no legitimate shader program in use
(warning) WebGL: too many errors, no extra errors can be reported to the console for this context.

Is there any approach to repair this?

Extra WebGL data from TV – webglreport .com

It appears that evidently the issue might be solved by making a customized shader and materials.

I’ll attempt to analysis extra on this path.

Copied the usual materials and added wrapping round precision highp float;

#ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp float;
#else
  precision mediump float;
#endif

It looks as if that is solely required for fragment shaders, however since vertex and fragment have linked parameters, I utilized it to all of them.

Maybe this method could possibly be used to replace the usual shaders within the editor repository for higher compatibility?

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