Reputation: 7
I have seen other posted on how to fallback to canvasrenderer if webgl is not detected.
renderer = Detector.webgl? new THREE.WebGLRenderer(): new THREE.CanvasRenderer();
I am not sure where to start if I would want the whole thing to go away if webgl is not detected. I have an image behind my webgl that I would rather have displayed than the empty div I keep my three.js script in.
Here is the jsfiddle to the script in question: https://jsfiddle.net/nballiett/kkxo8kc5/3/
I apologize if this is a simply answered question, I am a bit new to this.
Upvotes: 0
Views: 192
Reputation: 4494
You use the Detector
to check if webGL is avaliable, and then call init()
if it is or else some other JavaScript:
if ( Detector.webgl ) {
init();
animate();
} else {
// no webGL
// do something
}
Updated your jsfiddle: https://jsfiddle.net/kkxo8kc5/4/
Upvotes: 1