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Re:Jellyfish Simulation using Javascript, WebGL by andrenotgiant on Wednesday April 20, 2011 @11:50AM (#2467084)
I think that might have something to do with the underlying GPU capabilities of your computer, happened to me as well with Chrome 12!
Re:Jellyfish Simulation using Javascript, WebGL by KirinDave on Wednesday April 20, 2011 @12:14PM (#2467180)
Your browser is not checking your graphics card.

It's an error in the version detection.

Re:Jellyfish Simulation using Javascript, WebGL by thwarted on Wednesday April 20, 2011 @01:17PM (#2467468)
This is why we should be checking for capabilities/features and not version. And part of this is reporting the correct, helpful error message when the capability isn't there, and not just say they have the wrong version.

I still have this problem with 64 bit flash on Linux, which adobe has decided to use a different format version string for.

Re:Jellyfish Simulation using Javascript, WebGL by rfurmani on Thursday April 21, 2011 @02:40PM (#2471754)
It is checking for capabilities and not version: try { gl = canvas.getContext( "experimental-webgl") ; gl.viewportWidth = docWidth; gl.viewportHeight = docHeight; } catch(e) { } if (!gl) { alert("This website requires WebGL. Try running Chrome 9+ or Firefox 4+"); }
Re:Jellyfish Simulation using Javascript, WebGL by techiferous on Wednesday April 20, 2011 @11:57AM (#2467111)
Yep, it's not the Chrome version. It works fine for me using Chrome 10.0.648.204.
Re:Jellyfish Simulation using Javascript, WebGL by zerosanity on Wednesday April 20, 2011 @01:13PM (#2467454)
I'm trying with FF4 and Chrome 11 with a GeForce 9600 GT and it still gives me the error message.