I’ve just noticed that the precision parameter passed to WebGLRenderer constructor might be getting ignored. The original behavior I noticed was flickering on a surface that is far from the camera and has both texture and lightmap on it. On zooming in, the flickering vanishes. I am starting to think it must be related to float precision causing z-fighting.
webglreport.com reports that the float precision is highp, but the capabilities.getMaxPrecision is coming out to be lowp.
I have checked on the latest Firefox (87) and Chrome (89.0.*) on an m1 mac mini. I’ve also checked this on the latest Chrome for Android.
Is this supposed to be this way or is this a bug in the library?