Don't use WebGL if there is a major performance caveat
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@@ -88,6 +88,7 @@ ol.renderer.webgl.Map = function(container, map) {
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this.gl_ = ol.webgl.getContext(this.canvas_, {
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this.gl_ = ol.webgl.getContext(this.canvas_, {
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antialias: true,
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antialias: true,
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depth: false,
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depth: false,
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failIfMajorPerformanceCaveat: true,
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preserveDrawingBuffer: false,
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preserveDrawingBuffer: false,
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stencil: false
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stencil: false
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});
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});
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@@ -59,7 +59,9 @@ ol.webgl.SUPPORTED = (function() {
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try {
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try {
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var canvas = /** @type {HTMLCanvasElement} */
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var canvas = /** @type {HTMLCanvasElement} */
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(goog.dom.createElement(goog.dom.TagName.CANVAS));
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(goog.dom.createElement(goog.dom.TagName.CANVAS));
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return !goog.isNull(ol.webgl.getContext(canvas));
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return !goog.isNull(ol.webgl.getContext(canvas, {
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failIfMajorPerformanceCaveat: true
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}));
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} catch (e) {
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} catch (e) {
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return false;
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return false;
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}
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}
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