ABSTRACT

This chapter focuses on shader precision, which is not widely understood in the community and thus has been a frequent source of bugs even in professionally developed WebGL libraries and applications. I will also touch upon some other common sources of bugs, and provide an overview of optimization techniques that are particularly useful when writing applications with mobile in mind. As ARM SoCs make inroads into notebooks, such as the recent Tegra K1 Chromebooks, this material will become relevant even for applications that are only targeting a mouse-and-keyboard form factor.