[Public WebGL] How to check for WebGL support

Gregg Tavares (wrk) [email protected]
Thu May 19 12:21:25 PDT 2011


On Thu, May 19, 2011 at 12:04 PM, Benoit Jacob <[email protected]> wrote:

> In this respect, the only thing I'm really concerned about is the apps that
> want to fall back to Canvas 2D if WebGL is not available (Angry Birds,
> Three.js, etc).
>
> If doing 2D with a software OpenGL renderer is going to be slower than
> using Canvas2D (because, say, Canvas2D implements more stuff in C++) then
> it's legitimate to want to know and prefer Canvas 2D.
>

And the only way to know it is to test it. Just because you are using a GPU
doesn't mean WebGL will be faster than Canvas2D.




>
> Benoit
>
> ------------------------------
>
> So I know suspect some browsers are planning to fallback to software
> rendering if a user's card is blacklisted.
> In that case you'll almost never fail and isWebGLAvailable will be useless.
>
> I'm sure some will be upset that software rendering is slow and they'd like
> to know if they are going
> to get software rendering beforehand but in reality lots of GPUs are slow,
> some are even slower than
> a good software renderer so knowing that you have hardware or software is
> not going to help you know
> if your app will run reasonably.
>
> The only way to know is to try it.
>
>
>
>
>
>
>
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://khronos.org/pipermail/public_webgl_khronos.org/attachments/20110519/9516cc57/attachment.html>


More information about the public_webgl mailing list