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…sing one over the other
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Pull request overview
This PR updates the Rive web runtime documentation to better explain the tradeoffs between the WebGL2 (Rive Renderer) and Canvas2D packages, and to make it easier for readers to choose (and switch between) the right package for their needs.
Changes:
- Expanded and clarified the WebGL2 vs Canvas2D guidance, including context limits and performance considerations.
- Updated links/anchors and improved messaging around
@rive-app/canvas-lite. - Refreshed related runtime references (feature support blurbs and a docs variable version bump).
Reviewed changes
Copilot reviewed 6 out of 6 changed files in this pull request and generated 4 comments.
Show a summary per file
| File | Description |
|---|---|
| runtimes/web/web-js.mdx | Adds clearer package-selection guidance and updates canvas-lite references; includes minor example/code cleanup edits. |
| runtimes/web/faq.mdx | Updates canvas-lite recommendation criteria and fixes the link target to the correct section. |
| runtimes/web/canvas-vs-webgl.mdx | Major rewrite: adds a comparison table and detailed caveats (feathering, fill rules, context limits, performance). |
| runtimes/getting-started.mdx | Updates the link text to “Canvas vs WebGL2” for consistency with the page title. |
| feature-support.mdx | Replaces empty React web runtime entries with descriptive guidance and updates legacy deprecation wording. |
| docs.json | Bumps the versionWebGL2 docs variable. |
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| | Graphics per page | 🟡 Bound by the browser's WebGL context limit (see [WebGL Context Limits](#webgl-context-limits)) | ✅ No practical limit | | ||
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| Use `@rive-app/webgl2` if you want the best rendering quality and performance in most cases. | ||
| ## `@rive-app/webgl2` |
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Seems like this whole section is already covered above, no? If so, I'm okay to nuke it.
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| ## `@rive-app/canvas` | ||
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| ```bash |
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This section also seems like duplicate content.
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| ## Performance | ||
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| The Rive Renderer gets its speed from GPU features that native graphics APIs like Metal and Vulkan expose today. For Rive on the web, those capabilities come from a WebGL extension, [`WEBGL_shader_pixel_local_storage`](https://www.khronos.org/registry/webgl/extensions/WEBGL_shader_pixel_local_storage/), which is still in draft. Rive is involved in the effort to standardize it across browsers, and we will update this guidance as support lands. |
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I almost read this as the webgl2 package not being fully supported. I think I'd switch the order.
- Webgl2 uses MSAA
- There's a draft that exposes metal and vulkan, which will make it faster
- Blend modes are where you will see the performance drop
Elaborating more on the webgl2 vs canvas documentation and when to use which runtime package