Reputation: 11
I have created this code that rotates a cube with trackball using the three.js library and webgl. it works perfect in chrome and firefox but need it to work on Internet Explorer 10, I downloaded IeWebgl which supposedly Helps it work on IE10 but it does nothing but say webgl is not suported by internet, there are some instructions on their website but i do not understand them. here is my code..
Upvotes: 1
Views: 1127
Reputation: 1096
It's possible to make ie+ieWebGL compatibles scenes.
To do this you can start from a demos' sources on ieWebGL site. The scene has to be build by another structure (some three.js scripts have to be loaded by require.js).
This one seems to work :
<script src="http://iewebgl.com/scripts/webglhelper.js" type="text/javascript"></script>
<script src="path/require.js"></script>
<script src="other_three.js-scripts"></script>
<script>
// stub for "console" object, because IE does not have it, when page is not under debugger.
var console = console || {
'warn': function (msg) { },
'log': function (msg) { },
'error': function (msg) { }
};
var container, camera, controls, scene, renderer;
function start()
{
require
(
["path/build/three.min.js", "path/examples/js/controls/your_controls.js"],
function ()
{
init();
animate();
}
);
}
function init()
{
container = document.getElementById('renderCanvas');
// renderer
renderer = new THREE.WebGLRenderer({ 'canvas': container });
renderer.setSize(window.innerWidth, window.innerHeight);
scene = new THREE.Scene();
...
}
...
</script>
<!-- create proper element (native canvas element or IEWebGL plugin object element) depending on web browser and WebGL support -->
<script id="WebGLCanvasCreationScript"type="text/javascript">WebGLHelper.CreateGLCanvasInline('renderCanvas', start)</script>
Upvotes: 1