I really like webgl and three.js.
Among the reasons, I was pretty sure that as long as it works, it would work the same on every platforms.
Yet yesterday I had an issue in my project…
I was using, in a fragment shader, a png texture where the colors would be used to separate different areas, where to apply different effects.
I use png because it is capable of keeping the actual colors (I haven’t found a way to do so with jpeg).
On Chrome, it works as expected but as it turns out the colors Edge and Firefox give are not accurate.
I solved the issues by spreading my indexing values and testing less precisely, but still I would like to understand this issue and see if there is a way to avoid it.
Here is a sample reproducing the issue.
Try it in Chrome and try it in Edge and Firefox, you will see only Chrome renders with the right values.
Please let me know if you have any clue why only chrome gets the colors right, and if you know how to get them right on other platforms.