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Default Android Browser Detection


RelaX
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Hm, still not working, whats wrong with this stupid Android Browser...

var isSupported = function () {    try {        var tempcanvas = document.createElement('canvas');        var gl = tempcanvas.getContext('webgl') || tempcanvas.getContext('experimental-webgl');        gl.enable(gl.DEPTH_TEST);        return BABYLON.Engine.isSupported();    } catch (e) {        return false;    }};

After I copy pasted a ShaderCompiler I tried something different. Seems like the Android Browser has a very very experimental-webgl context.

This example works

http://learningwebgl.com/lessons/lesson04/index.html

and this doesn't

http://learningwebgl.com/lessons/lesson05/index.html

 

The only difference is the Texture.

var isSupported = function () {    var nua = navigator.userAgent.toLowerCase();    var is_android = ((nua.indexOf('mozilla/5.0') > -1 && nua.indexOf('android ') > -1 && nua.indexOf('applewebkit') > -1) && !(nua.indexOf('chrome') > -1));                return !(is_android || !BABYLON.Engine.isSupported());};

Seems to work fine.

 

 

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  • 2 weeks later...

Hmm ? Something here sound strange to my ears... Android default browser actually supports WebGL pretty well (even better than FF mobile or Chrome mobile, better FPS).

 

FYI : except for one stupid fracking piece of code : camera.attachControl(canvas, true);  with false everything is ok, but with true, there are inner awfull conflicts, finger swiping on screen results in scene AND html page trying to go both up and down at same time, resulting in a happy jiggle dance (no problem in FF or Chrome mobile, expected behavior happens : swiping finger up rotates camera down AND scrolls page down at same time).

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