var gl;
var canvas;
- var dpr = yuu.DPR = this.devicePixelRatio || 1;
+ // Safari on OS X has issues with DPR != 1 where the backbuffer
+ // scales down, then back up. I'm pretty sure this is not a
+ // problem with this code, because I see similar artifacting on
+ // most demos, e.g.
+ // https://www.khronos.org/registry/webgl/sdk/demos/google/shiny-teapot/index.html
+ //
+ // With DPR = 1 this presumably still happens but the negative
+ // effect is lessened.
+ //
+ // Safari on iOS does _not_ have this problem (another reason why
+ // I suspect it's a bug in Safari and not this code), but reducing
+ // fragment count by 75% is generally a good idea on these devices
+ // anyway.
+ var dpr = yuu.DPR = !yuu.isSafari()
+ ? (this.devicePixelRatio || 1)
+ : 1;
yT.defineProperty(Int8Array.prototype, "GL_TYPE", 0x1400);
yT.defineProperty(Uint8Array.prototype, "GL_TYPE", 0x1401);