//TODO: Replace this code with external modules! /** * This helper function will automatically detect which renderer you should be using. * WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by * the browser then this function will return a canvas renderer * * @static * @namespace PIXI * @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 * */ function autoDetectRenderer(width, height, options) { width = width || 800; 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 WebGLRenderer(width, height, options); } return new 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 supports webGL the canvas implementation perform better at the time of writing. * This function will likely change and update as webGL performance improves on these devices. * * @static * @namespace PIXI * @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 * */ function autoDetectRecommendedRenderer(width, height, options) { width = width || 800; 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 WebGLRenderer(width, height, options); } return new CanvasRenderer(width, height, options); }