> This is actually what we could do now. We could hide > window.WebGLRenderingContext > when we can't create one. But then we'd have to hide all these too: > > attribute [Conditional=WEBGL] WebGLActiveInfoConstructor > WebGLActiveInfo; > attribute [Conditional=WEBGL] WebGLBufferConstructor WebGLBuffer; > attribute [Conditional=WEBGL] WebGLFramebufferConstructor > WebGLFramebuffer; > attribute [Conditional=WEBGL] WebGLProgramConstructor WebGLProgram; > attribute [Conditional=WEBGL] WebGLRenderbufferConstructor > WebGLRenderbuffer; > attribute [Conditional=WEBGL] WebGLRenderingContextConstructor > WebGLRenderingContext; > attribute [Conditional=WEBGL] WebGLShaderConstructor WebGLShader; > attribute [Conditional=WEBGL] WebGLShaderPrecisionFormatConstructor > WebGLShaderPrecisionFormat; > attribute [Conditional=WEBGL] WebGLTextureConstructor WebGLTexture; > attribute [Conditional=WEBGL] WebGLUniformLocationConstructor > WebGLUniformLocation;
Oh my. All of these are globals!? *Sigh* --tobie