diff --git a/docs/api/renderers/WebGLRenderer.html b/docs/api/renderers/WebGLRenderer.html
index 9e984fd3f684edc96c39fc2a6e8cc56819d82446..af954bcf4edb87c2268e128b8cf9078a67b6e883 100644
--- a/docs/api/renderers/WebGLRenderer.html
+++ b/docs/api/renderers/WebGLRenderer.html
@@ -51,7 +51,10 @@
Default is *true*.
[page:Boolean preserveDrawingBuffer] - whether to preserve the buffers until manually cleared
- or overwritten. Default is *false*.
+ or overwritten. Default is *false*.
+
+ [page:String powerPreference] - Provides a hint to the user agent indicating what configuration
+ of GPU is suitable for this WebGL context. Can be *"high-performance"*, *"low-power"* or *"default"*. Default is *"default"*.
[page:Boolean depth] - whether the drawing buffer has a
[link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] of at least 16 bits.
diff --git a/src/renderers/WebGL2Renderer.js b/src/renderers/WebGL2Renderer.js
index a329883bdccbac40e32f240fdbf5a221fb0289e7..94730d48db216924e5ba558410be81dcf5815137 100644
--- a/src/renderers/WebGL2Renderer.js
+++ b/src/renderers/WebGL2Renderer.js
@@ -22,7 +22,8 @@ function WebGL2Renderer( parameters ) {
_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
+ _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
+ _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
// initialize
@@ -36,9 +37,13 @@ function WebGL2Renderer( parameters ) {
stencil: _stencil,
antialias: _antialias,
premultipliedAlpha: _premultipliedAlpha,
- preserveDrawingBuffer: _preserveDrawingBuffer
+ preserveDrawingBuffer: _preserveDrawingBuffer,
+ powerPreference: _powerPreference,
};
+ _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
+ _canvas.addEventListener( 'webglcontextrestored', function () { } );
+
gl = _context || _canvas.getContext( 'webgl2', attributes );
if ( gl === null ) {
@@ -55,8 +60,6 @@ function WebGL2Renderer( parameters ) {
}
- _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
-
} catch ( error ) {
console.error( 'THREE.WebGL2Renderer: ' + error );
diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js
index fb5f443c68c3cea5781df64f87bda93a4fbfd9f2..2d95e669f2de2739b11f10f288788787465ce0a1 100644
--- a/src/renderers/WebGLRenderer.js
+++ b/src/renderers/WebGLRenderer.js
@@ -59,7 +59,8 @@ function WebGLRenderer( parameters ) {
_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;
+ _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
+ _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
var lights = [];
@@ -228,9 +229,13 @@ function WebGLRenderer( parameters ) {
stencil: _stencil,
antialias: _antialias,
premultipliedAlpha: _premultipliedAlpha,
- preserveDrawingBuffer: _preserveDrawingBuffer
+ preserveDrawingBuffer: _preserveDrawingBuffer,
+ powerPreference: _powerPreference,
};
+ _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
+ _canvas.addEventListener( 'webglcontextrestored', function () {} );
+
_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
if ( _gl === null ) {
@@ -259,8 +264,6 @@ function WebGLRenderer( parameters ) {
}
- _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
-
} catch ( error ) {
console.error( 'THREE.WebGLRenderer: ' + error );