Is it possible to implement a fallback to CanvasRenderer instead of WebGLRenderer
I see a onRendererUpdated handler but couldn't find a way to get it the way I want. What i'm looking for is this - http://threejs.org/docs/#Reference/Renderers/CanvasRenderer.
I need to have a fallback for webgl support disabled devices to render using the CanvasRenderer instead of WebGLRenderer.
At the moment react-three-renderer supports only WebGLRenderer, but we should support CanvasRenderer for 1.0 :)
Ohkay.. See if my PR fits in. It just includes a fallback for the WebGL with CanvasRenderer. An option for the user to specify would be useful.
I get the error THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js THREE.CanvasRenderer when WebGL is disabled.
To use the CanvasRenderer, do I need to shim in the CanvasRenderer.js file for this to work?
Aaah. Thanks for reporting! Hmm... I'll have a think. Shimming sounds good as a work around for the moment :)
On Tue, 3 May 2016 19:33 Patrick Steadman, [email protected] wrote:
I get the error "THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js THREE.CanvasRenderer" when WebGL is disabled.
To use the CanvasRenderer, do I need to shim in the CanvasRenderer.js file for this to work?
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