The significance of passing attributes in Webgl2

I'm currently learning about three.js and working my way through the documentation. I'm struggling to understand the meaning behind the following explanation, could someone provide some assistance?

When you manually create the WebGL 2 rendering context, you must also provide all necessary context attributes. Keep in mind that once the context is created, these attributes cannot be modified, so passing them to the WebGLRenderer will not have any effect.

var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( 'webgl2', { alpha: false } );
var renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );

Answer №1

Here, the WebGLRenderer you are creating is being passed the GL context directly, instead of having the constructor create it for you.

When you create the context in this manner, you are responsible for creating it, such as with a WebGL2RenderingContext. If you create the context this way, all options must be provided during the getContext call. Any GL options passed into the WebGLRenderer constructor will not be applied to the context after creation.

For example:

var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( 'webgl2', { alpha: false } );
var renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context, alpha: true } );

On the last line, setting alpha: true will not have any impact, as the context was created with alpha: false in the previous line.

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