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react-unity-webgl

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react-unity-webgl - npm Package Compare versions

Comparing version 8.7.4 to 8.7.5

97

distribution/interfaces/webgl-context-attributes.d.ts
/**
* WebGLContextAttributes object that contains the actual context parameters.
* @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext#parameters (@WebGL context attributes)
* @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getContextAttributes

@@ -7,3 +8,3 @@ */

/**
* If set to true, the context will have an alpha (transparency) channel.
* If set to true, the context contains an alpha (transparency) buffer.
* @public

@@ -16,4 +17,3 @@ * @readonly

/**
* If set to true, the context will attempt to perform antialiased rendering
* if possible.
* If set to true, the context is requested to have a 16 bit depth buffer.
* @public

@@ -24,14 +24,30 @@ * @readonly

*/
readonly antialias?: boolean;
readonly depth?: boolean;
/**
* If set to true, the context will have a 16 bit depth buffer. Defaults to
* true. Use gl.enable(DEPTH_TEST) to enable the depth test and
* gl.depthFunc(), gl.depthMask(), and gl.depthRange() to configure the depth
* test.
* If set to true, the context is requested to have a stencil buffer of at
* least 8 bits.
* @public
* @readonly
* @type {boolean}
* @default false
*/
readonly stencil?: boolean;
/**
* If set to true, this hints the user agent (browser) to reduce the latency
* by desynchronizing the context paint cycle from the event loop.
* @public
* @readonly
* @type {boolean}
* @default false
*/
readonly desynchronized?: boolean;
/**
* If set to true, the context will attempt to perform antialiased rendering
* if possible.
* @public
* @readonly
* @type {boolean}
* @default true
*/
readonly depth?: boolean;
readonly antialias?: boolean;
/**

@@ -53,13 +69,18 @@ * If the value is true, context creation will fail if the implementation

/**
* Provides a hint to the user agent indicating what configuration of GPU is
* suitable for this WebGL context. This may influence which GPU is used in a
* system with multiple GPUs. For example, a dual-GPU system might have one
* GPU that consumes less power at the expense of rendering performance.
* Note that this property is only a hint and a WebGL implementation may
* choose to ignore it. WebGL implementations use context lost and restored
* events to regulate power and memory consumption, regardless of the value of
* this attribute.
* Provides a hint to the user agent (browser) indicating what configuration
* of GPU is suitable for this WebGL context. This may influence which GPU is
* used in a system with multiple GPUs. For example, a dual-GPU system might
* have one GPU that consumes less power at the expense of rendering
* performance. Note that this property is only a hint and a WebGL
* implementation may choose to ignore it. WebGL implementations use context
* lost and restoredevents to regulate power and memory consumption,
* regardless of the value of this attribute.
* - default: Let the user agent (browser) decide which GPU configuration is
* most suitable.
* - high-performance: Prioritizes rendering performance over power
* consumption.
* - low-power: Prioritizes power saving over rendering performance.
* @public
* @readonly
* @type {boolean}
* @type {"default" | "high-performance" | "low-power"}
* @default "default"

@@ -69,4 +90,5 @@ */

/**
* If set to true, the color channels in the framebuffer will be stored
* premultipled by the alpha channel to improve performance.
* If set to true, page compositor will assume the drawing buffer contains colors
* with pre-multiplied alpha. (The color channels in the framebuffer should be
* stored premultipled by the alpha channel to improve performance.)
* @public

@@ -79,7 +101,7 @@ * @readonly

/**
* If set to false, the buffer will be cleared after rendering. If you wish to
* use canvas.toDataURL(), you will either need to draw to the canvas
* immediately before calling toDataURL(), or set preserveDrawingBuffer to
* true to keep the buffer available after the browser has displayed the
* buffer (at the cost of increased memory use).
* If set to true, the buffers will not be cleared and will preserve their values
* until cleared or overwritten by the author. If you wish to use canvas.toDataURL()
* you will either need to draw to the canvas immediately before calling toDataURL()
* or set preserveDrawingBuffer to true to keep the buffer available after the
* browser has displayed the buffer (at the cost of increased memory use).
* @public

@@ -92,3 +114,6 @@ * @readonly

/**
*
* If set to true, this hints to the user agent (browser) to use a compatible graphics
* adapter for an immersive XR device. Setting this synchronous flag at context creation
* is discouraged; rather call the asynchronous WebGLRenderingContext.makeXRCompatible()
* method the moment you intend to start an XR session.
* @public

@@ -99,24 +124,4 @@ * @readonly

*/
readonly stencil?: boolean;
/**
* If set to true, the context will have an 8 bit stencil buffer. Defaults to
* false. Use gl.enable(STENCIL_TEST) to enable depth test and
* gl.stencilFunc(), gl.stencilFuncSeparate(), gl.stencilMask(),
* gl.stencilMaskSeparate(), gl.stencilOp(), and gl.stencilOpSeparate()
* to configure the stencil test.
* @public
* @readonly
* @type {boolean}
* @default false
*/
readonly desynchronized?: boolean;
/**
* xrCompatible is a boolean that indicates whether the context is compatible.
* @public
* @readonly
* @type {boolean}
* @default false
*/
readonly xrCompatible?: boolean;
}
//# sourceMappingURL=webgl-context-attributes.d.ts.map
{
"name": "react-unity-webgl",
"version": "8.7.4",
"version": "8.7.5",
"description": "React Unity WebGL provides an easy solution for embedding Unity WebGL builds in your React application, with two-way communication between your React and Unity application with advanced API's.",

@@ -57,3 +57,3 @@ "keywords": [

"devDependencies": {
"@types/react": "17.0.38",
"@types/react": "17.0.39",
"typescript": "4.5.4"

@@ -60,0 +60,0 @@ },

@@ -1,2 +0,1 @@

- Fixed an issue where the canvas event would not pass the correct reference [#314]
- Updated some documentation
- Improved typings for the WebGL Context Attributes [#327]

Sorry, the diff of this file is not supported yet

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