From d3c002a4e5ee9f1aacf9e0ddd9c97e74dd4c95a3 Mon Sep 17 00:00:00 2001 From: Zachary Kohnen Date: Wed, 23 Mar 2022 15:37:50 +0100 Subject: [PATCH] Remove FAQs for resolved issues (#1413) It was noted that the problems with Firefox on Linux/MacOS have been resolved in #1377 and the limitation on the canvas size was lifted in commit 465c96122cf6aea72e7fbd8d6e7c2c048e88424f --- README.md | 6 ------ 1 file changed, 6 deletions(-) diff --git a/README.md b/README.md index be9e8663..861a7d52 100644 --- a/README.md +++ b/README.md @@ -331,12 +331,6 @@ It is common to use `egui` from a game engine (using e.g. [`bevy_egui`](https:// but you can also use `egui` stand-alone using `eframe`. `eframe` has integration for web and native, and handles input and rendering. The _frame_ in `eframe` stands both for the frame in which your egui app resides and also for "framework" (`frame` is a framework, `egui` is a library). -### Why is `egui_web` using so much CPU in Firefox? -On Linux and Mac, Firefox will copy the WebGL render target from GPU, to CPU and then back again: https://bugzilla.mozilla.org/show_bug.cgi?id=1010527#c0 - -### Why does my web app not fill the full width of the screen? -To alleviate the above mentioned performance issues the default max-width of an egui web app is 1024 points. You can change this by overriding the `fn max_size_points` of [`epi::App`](https://docs.rs/epi/latest/epi/trait.App.html). - ### How do I render 3D stuff in an egui area? There are multiple ways to combine egui with 3D. The simplest way is to use a 3D library and have egui sit on top of the 3D view. See for instance [`bevy_egui`](https://github.com/mvlabat/bevy_egui) or [`three-d`](https://github.com/asny/three-d).