Description
I've tried opening a few WebGL-powered visualisations (e.g. wavenumbers) on iOS devices in Safari but am greeted with "Webgl is not supported by your browser - visit http://get.webgl.org for more info". However, WebGL is well-supported in Safari and is able to render graphics from other libraries (e.g. three.js).
I'm not terribly familiar with the project, but I'm poking around how GL context is determined and when showNoWebGlMsg()
is fired in /src/plots/gl3d/scene.js. Am I barking up the right tree, or totally off-base?