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Recently WebGL support has been merged into the main branch. A huge thanks goes to @vikerman - he did most of the grunt work of the WebGL implementation. To have the WebGL alongside Canvas2D, I modified the old 2D implementation to use OpenGL ES2 instead of ES1, just like WebGL itself.
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Ejecta supports WebGL out of the box, alongside with Canvas2D. You can create WebGL textures from Canvas2D instances and also draw WebGL Canvases into 2D Contexts as images. Note that you can't change the "mode" (2D or WebGL) of a Context after it has been created.
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## Three.js on iOS with Ejecta
@@ -81,14 +89,6 @@ Ejecta always creates the screen Canvas element for you. You have to hand this C
1. Create a folder called `App` within this Xcode project
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2. Copy your canvas application into the `App` folder
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3. Ensure you have at least 1 file named `index.js`
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4. Build the Xcode project
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For an example application, copy `./index.js` into the `App` folder. An example App folder with the Three.js [Walt CubeMap demo](http://mrdoob.github.com/three.js/examples/webgl_materials_cubemap.html) can be found here:
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An example App folder with the Three.js [Walt CubeMap demo](http://mrdoob.github.com/three.js/examples/webgl_materials_cubemap.html) can be found here:
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