WebGL Error Statistics for my Demo
A few days ago I released my first WebGL demo which was using some slightly advanced WebGL features. I was well aware of the fact that this would mean that my demo won't run on a lot of setups. The two features in question are texture access from vertex shaders and floating point textures. Texture access from vertex shaders is used for displacement mapping. I used floating point textures for high definition range rendering and to fake support for attaching textures to the depth attachment by storing the z value in the alpha channel of the color attachment. Because I was curious about what the reasons for errors would be in the real world I added google analytics events to my demo and this are the results.
The Platforms
Mac OS X and Chrome win. Except, this is the only combination where I had complete system freezes while developing. ;) Internet Explorer is not even on the list because it didn't even get to the WebGL initialization code for some reason, but it's only accounting for about ~1% of the unique page views anyway.
The Errors
This is pretty much the numbers that I expected. no-OES_texture_float is so low because MAX_VERTEX_TEXTURE_UNITS is checked before. no-vertext-texture-units very strongly correlates to the ANGLE layer used to emulate OpenGL ES on top of direct x which does not support accessing textures from vertex shaders which is needed to do displacement mapping. no-OES_texture_float is mostly firefox 4 on platforms other than windows.
Other statistics
Florian Boesch has written a similar more in depth round up about his WebGL demo which I recommend you to read. I think the really interesting thing will be the development of those numbers over time. I expect that at least no-OES_texture_float will die with the release of firefox 6.