Can anyone who has used three.js tell me if its possible to detect webgl support, and, if not present, fallback to a standard Canvas render?
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问题:
回答1:
Yes, it's possible. You can use CanvasRenderer
instead of WebGLRenderer
.
About WebGL detection:
1) Read this WebGL wiki article: http://www.khronos.org/webgl/wiki/FAQ
if (!window.WebGLRenderingContext) { // the browser doesn't even know what WebGL is window.location = "http://get.webgl.org"; } else { var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("webgl"); if (!context) { // browser supports WebGL but initialization failed. window.location = "http://get.webgl.org/troubleshooting"; } }
2) Three.js already has a WebGL detector: https://github.com/mrdoob/three.js/blob/master/examples/js/Detector.js
renderer = Detector.webgl? new THREE.WebGLRenderer(): new THREE.CanvasRenderer();
3) Check also the Modernizr detector: https://github.com/Modernizr/Modernizr/blob/master/feature-detects/webgl.js
回答2:
Juan Mellado's pointer to the Three.js detector was super useful, but I prefer not to bring the whole file into my project. So here is the extracted Detector.webgl() function.
function webglAvailable() { try { var canvas = document.createElement("canvas"); return !! window.WebGLRenderingContext && (canvas.getContext("webgl") || canvas.getContext("experimental-webgl")); } catch(e) { return false; } }
And it is used similar to his example:
renderer = webglAvailable() ? new THREE.WebGLRenderer() : new THREE.CanvasRenderer();