[Public WebGL] How to check for WebGL support
Gregg Tavares (wrk)
Thu May 19 11:21:48 PDT 2011
I guess I don't understand the use case.
Either you want to use WebGL in which case you are going to have to call
canvas.getContext("webgl") with whatever parameters your app needs and see
if it succeeds. You have to pay the startup cost since you are using WebGL.
If it fails (blacklisted, no webgl) there is no startup cost or shouldn't
Why do you need another way to check?
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