<html>
    <head>
      <base href="https://bugs.webkit.org/" />
    </head>
    <body><table border="1" cellspacing="0" cellpadding="8">
        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - WebGL arbitrary limits"
   href="https://bugs.webkit.org/show_bug.cgi?id=153863">153863</a>
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>WebGL arbitrary limits
          </td>
        </tr>

        <tr>
          <th>Classification</th>
          <td>Unclassified
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>WebKit
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>Safari 9
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>iOS
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>Major
          </td>
        </tr>

        <tr>
          <th>Priority</th>
          <td>P2
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>WebGL
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>webkit-unassigned&#64;lists.webkit.org
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>paul&#64;sketchfab.com
          </td>
        </tr>

        <tr>
          <th>CC</th>
          <td>dino&#64;apple.com
          </td>
        </tr></table>
      <p>
        <div>
        <pre>Currently sketchfab doesn't render shadow on iOS.
Currently sketchfab doesn't animation with many bones on iOS.

All iOS gets same vertex uniform, fragment uniform and max texture limits... 

It limits number of bones in skeletal animation (vertex uniform limits) ) and for real time shadow (On texture per shadow = 3 textures already, but that is with also diffuse,metal,roughness,env, specularenv, alpha, emission, lightmap, ambient occlusion etc... maps)


Limits should reflect HW limits, not arbitrary software limits.</pre>
        </div>
      </p>
      <hr>
      <span>You are receiving this mail because:</span>
      
      <ul>
          <li>You are the assignee for the bug.</li>
      </ul>
    </body>
</html>