The Three.js IEWebGL Plugin

After developing a code that successfully rotates a cube with trackball using the three.js library and webgl, I encountered compatibility issues when trying to run it on Internet Explorer 10. Despite downloading IeWebgl to assist in making it run on IE10, I faced challenges as it displayed an error message stating webgl is not supported by Internet Explorer. Although there are instructions provided on their website, they were difficult for me to comprehend. Here is a snippet of my code...

Answer №1

If you want to create scenes that are compatible with both IE and ieWebGL, there is a way to do so.

You can begin by referencing the demos' sources on the ieWebGL site to get started. Building the scene will require a different structure, involving loading some three.js scripts using require.js.

Here is an example that appears to be effective:

<script src="http://iewebgl.com/scripts/webglhelper.js" type="text/javascript"></script>
<script src="path/require.js"></script>

<script src="other_three.js-scripts"></script>

<script>

    // creating a placeholder for the "console" object in case it is not available (e.g., when not under debugger)
    var console = console || {
        'warn': function (msg) { },
        'log': function (msg) { },
        'error': function (msg) { }
    };

    var container, camera, controls, scene, renderer;

    function start()
    {
        require
        (
            ["path/build/three.min.js", "path/examples/js/controls/your_controls.js"],
            function ()
            {
                init();
                animate();
            }
        );
    }

    function init() 
    {
        container = document.getElementById('renderCanvas');

        // setting up the renderer
        renderer = new THREE.WebGLRenderer({ 'canvas': container });
        renderer.setSize(window.innerWidth, window.innerHeight);

        scene = new THREE.Scene();
        ...
    }
    ...
</script>

<!-- dynamically creating the appropriate canvas element based on the browser and WebGL support -->
<script id="WebGLCanvasCreationScript"type="text/javascript">WebGLHelper.CreateGLCanvasInline('renderCanvas', start)</script>

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