What factors might cause varying WebGL extension availability?

When I analyze my code, I am checking for available WebGL extensions.

console.log(GL.getSupportedExtensions());

This results in an array containing 9 extensions.

https://i.sstatic.net/5sTcX.png

However, upon inspecting my extensions on a platform like RenderingPipeline, I notice a much larger number of extensions listed.

https://i.sstatic.net/bP2oJ.png

This raises the question: why is there such a discrepancy? The same machine and browser are being used.

Answer №1

After initializing my threejs renderer, I decided to do a check to see how many extensions were available. To my surprise, only 9 were found at first. Despite this, I kept the code as is.

this.renderer = new THREE.WebGLRenderer({
    antialias: true,
    alpha: true
});

Realizing my mistake, I added an extension check before initializing the renderer and this time all 27 were available. What's strange is that when I checked again after initializing the renderer, all 27 extensions were now present. Quite puzzling.

Curious turn of events, indeed.

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