bQvle Posted February 19, 2016 Share Posted February 19, 2016 Hi, I know this didn't work earlier, I've had my fights trying to figure out how to work around this. Today I had another fight, and out of pure desperation i tried to instantiate multiple webGL canvases, and guess what, it worked. (flawless). I can't find anything official about this in the changelogs? Is this an fortune side-effect of 3.0.9? should i still be cautious? Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted February 19, 2016 Share Posted February 19, 2016 I dont remember when exactly was introduced that feature. Just remember to destroy() your renderer if you drop the canvas. It doenst work everywhere, though. Not all mobile browsers are capable of handling multiple webgl contexts. Also, in last 6 months I saw multiple problems with it, all were fixed. Quote Link to comment Share on other sites More sharing options...
xerver Posted February 19, 2016 Share Posted February 19, 2016 We've always supported having multiple renderers in a single page, its the sharing of objects between them that can be buggy and inconsistent. Quote Link to comment Share on other sites More sharing options...
bQvle Posted February 20, 2016 Author Share Posted February 20, 2016 Also WebGL? Its funny, becasue when I testet it before, one of the WebGL canvases would crash instantly, without even using the second WebGL renderer. But maybe i did something wrong back then. Anyways I'm really happy it works now, that just saved me alot of "ugly" Quote Link to comment Share on other sites More sharing options...
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