[Public WebGL] How to check for WebGL support

Vangelis Kokkevis [email protected]
Thu May 19 11:23:52 PDT 2011

On Thu, May 19, 2011 at 11:21 AM, Gregg Tavares (wrk) <[email protected]>wrote:

> 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
> be.
> Why do you need another way to check?
Because I have a page that needs to decide whether to offer links to WebGL
content or not but the page itself doesn't need the gl contexts.
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