0 Members and 1 Guest are viewing this topic.
<!DOCTYPE html> <html><head> <script type="text/javascript"> function initWebGL(canvas) { // Initialize the global variable gl to null. gl = null; try { // Try to grab the standard context. If it fails, fallback to experimental. gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl"); } catch(e) {} // If we don't have a GL context, give up now if (!gl) { alert("Unable to initialize WebGL. Your browser may not support it."); } } function doFirst() { var canvas = document.getElementById("canvas"); initWebGL(canvas); // Initialize the GL context // Only continue if WebGL is available and working if (gl) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Set clear color to black, fully opaque gl.enable(gl.DEPTH_TEST); // Enable depth testing gl.depthFunc(gl.LEQUAL); // Near things obscure far things gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT); // Clear the color as well as the depth buffer. } } window.addEventListener('load',doFirst,false); </script></head><body onload="start()"> <canvas id="canvas" width="640" height="480"> Internet explorer SUCKS! :P </canvas></body></html>