pitforest_travis Posted December 10, 2014 Share Posted December 10, 2014 It appears that the function chooses the WebGL renderer on some hardware/browsers which do not support it, and fails. I've tested our current game (it's up on www.pitforest.de/games/9blocks) on various machines and devices (various desktop PCs, as well as multiple versions of iPhone,iPad and android devices) and it works very well. But just now I got a bug report from a machine that apparently only has a simple CPU-integrated GPU, and the browser in question (latest version of Firefox), tries to create a WebGL renderer, which results in the pixi error (paraphrasing): "This browser does not support WebGL, try using canvas renderer instead". I assume I have to create a canvas renderer in this case manually. How can I detect in my code whether the client machine supports WebGL, and pick the canvas renderer accordingly? Quote Link to comment Share on other sites More sharing options...
pitforest_travis Posted December 12, 2014 Author Share Posted December 12, 2014 Note: I worked around this by simply trying to manually create a WebGLRenderer, and if an exception is thrown I catch it and create a canvas renderer instead. The root of the error is probably something with the the browser saying WebGL is there, but the driver saying "uh, no" when you actually try to use it. Perhaps PIXI should try include my approach? Quote Link to comment Share on other sites More sharing options...
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