let canvas = undefined; // HTML <canvas> element
let gl = undefined; // WebGL context
function init() {
// Find our <canvas> element in the HTML document
canvas = document.getElementById("webgl-canvas");
if (!canvas) { alert("Unable to find WebGL canvas"); }
// Have the canvas create a WebGL2 context for us
gl = canvas.getContext("webgl2");
if (!gl) { alert("WebGL2 isn't supported"); }
// At this point, we can use WebGL
// so let's set the color to clear our window
gl.clearColor(0.25, 0.25, 0.25, 1.0);
// Lots more stuff to come ...
}
// Start our application when the HTML page loads
window.onload = init();