Raul,
Perhaps, by mistake, I added the phrase `,{preserveDrawingBuffer: true}` in
the `if (!gl)` clause instead of the original `gl=` clause, and the drawing
worked correctly. I think on my computer the experimental-webgl is more
important that the webgl, and that's why your clause really worked for the
app. Now I have put the clause in both places, just in case.
Great help. I don't know if I would have ever found that Attribute. Thanks.
On Sat, Mar 8, 2014 at 10:50 PM, Raul Miller <[email protected]> wrote:
> With
>
> function init() {
> try {
> var canvas = document.getElementById("glcanvas");
> gl = canvas.getContext('webgl', {preserveDrawingBuffer: true});
> if ( ! gl ) {
> throw "Could not create WebGL context.";
> }
>
> I cannot reproduce this.
>
> With
>
> function init() {
> try {
> var canvas = document.getElementById("glcanvas");
> gl = canvas.getContext('webgl');
> if ( ! gl ) {
> throw "Could not create WebGL context.";
> }
>
> I can reproduce the drawing disappears effect by hitting enter on the text
> field.
>
>
--
(B=)
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