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If webGL is not supported by * the browser then this function will return a canvas renderer * @class autoDetectRenderer * @static * @param width=800 {Number} the width of the renderers view * @param height=600 {Number} the height of the renderers view * * @param [options] {Object} The optional renderer parameters * @param [options.view] {HTMLCanvasElement} the canvas to use as a view, optional * @param [options.transparent=false] {Boolean} If the render view is transparent, default false * @param [options.antialias=false] {Boolean} sets antialias (only applicable in chrome at the moment) * @param [options.preserveDrawingBuffer=false] {Boolean} enables drawing buffer preservation, enable this if you need to call toDataUrl on the webgl context * @param [options.resolution=1] {Number} the resolution of the renderer retina would be 2 * */ PIXI.autoDetectRenderer = function(width, height, options) { if(!width)width = 800; if(!height)height = 600; // BORROWED from Mr Doob (mrdoob.com) var webgl = ( function () { try { var canvas = document.createElement( 'canvas' ); return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); } catch( e ) { return false; } } )(); if( webgl ) { return new PIXI.WebGLRenderer(width, height, options); } return new PIXI.CanvasRenderer(width, height, options); }; /** * This helper function will automatically detect which renderer you should be using. * This function is very similar to the autoDetectRenderer function except that is will return a canvas renderer for android. * Even thought both android chrome suports webGL the canvas implementation perform better at the time of writing. * This function will likely change and update as webGL performance imporoves on thease devices. * @class getRecommendedRenderer * @static * @param width=800 {Number} the width of the renderers view * @param height=600 {Number} the height of the renderers view * * @param [options] {Object} The optional renderer parameters * @param [options.view] {HTMLCanvasElement} the canvas to use as a view, optional * @param [options.transparent=false] {Boolean} If the render view is transparent, default false * @param [options.antialias=false] {Boolean} sets antialias (only applicable in chrome at the moment) * @param [options.preserveDrawingBuffer=false] {Boolean} enables drawing buffer preservation, enable this if you need to call toDataUrl on the webgl context * @param [options.resolution=1] {Number} the resolution of the renderer retina would be 2 * */ PIXI.autoDetectRecommendedRenderer = function(width, height, options) { if(!width)width = 800; if(!height)height = 600; // BORROWED from Mr Doob (mrdoob.com) var webgl = ( function () { try { var canvas = document.createElement( 'canvas' ); return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); } catch( e ) { return false; } } )(); var isAndroid = /Android/i.test(navigator.userAgent); if( webgl && !isAndroid) { return new PIXI.WebGLRenderer(width, height, options); } return new PIXI.CanvasRenderer(width, height, options); }; </pre> </div> </div> </div> </div> </div> </div> </div> <script src="../assets/vendor/prettify/prettify-min.js"></script> <script>prettyPrint();</script> <script src="../assets/js/yui-prettify.js"></script> <script src="../assets/../api.js"></script> <script src="../assets/js/api-filter.js"></script> <script src="../assets/js/api-list.js"></script> <script src="../assets/js/api-search.js"></script> <script src="../assets/js/apidocs.js"></script> </body> </html>