I have a game with alot of stacked nodes with sprites and animations on, that I disable and enable through the game.
When I run the game on my win10 computer with Nvidia geforce 750 gtx(openGL 4.4) the game runs without problem and draws eveything appropriatedly.
When I run the game on my win7 computer with Intel HD Graphics 4000(openGL 4) the game starts, but then begins not drawing sprites and animations whenever there seems to be too many active at the same time and overlapping.
My question is why this happends, and why cocos enables webGL if the user only partially has support for it, is there a way to register which webGL version the user is using and switch to canvas(which runs without glitches but at a worse performance on both computers) if I find user is using openGL 4 or below.