It noticed just a few days ago that is wasn’t working on my iPhone because mobileSafari decided to stop reporting itself as safari and only as “mobile safari”.
That points to your code doing browser agent sniffing. There are much better approaches to feature detection these days, precisely because of the issue you've encountered. I can recommend https://developer.mozilla.org/en-US/docs/Learn/Tools_and_tes... as a good place to start.
It wasn’t my code, it was engine code, and it was a problem where Safari reports that it doesn’t support a feature that it actually does.
Why do things break? The underlying primitives are as simple as a canvas element, no? I'd think it would be hard to break an array of literal pixels.
Well for starters even getting a canvas based UI working that supports all DPIs, all aspect ratios, live resize, clicks, and multi-touches is non-trivial.
And unless we do some strange CSS tricks to force acceleration, there isn't even the guarantee that canvas is doing hardware acceleratd drawings.
Re:Godot Engine Web Editor
by sfjailbird on Sunday March 21, 2021 @12:51PM
(#26531779)
Not to mention text input.
Audio is what was breaking. Also WebGL outperforms canvas, and it’s more complex than drawing a bitmap to the screen.
Re:Godot Engine Web Editor
by jan_Inkepa on Sunday March 21, 2021 @12:22PM
(#26531531)
Sound stuff is still pretty unstable.
It noticed just a few days ago that is wasn’t working on my iPhone because mobileSafari decided to stop reporting itself as safari and only as “mobile safari”.