diff --git a/index.html b/index.html
index 9e2d70a4e1fde9f457380aa743cdd7fab1ffd3fa..61945a04b1d1de750294f5ce8a163f3383c5d4e5 100644
--- a/index.html
+++ b/index.html
@@ -440,7 +440,7 @@
To learn more about the math involved, check out the following sources:
- Real-time ink simulation using a grid-particle method - mixing Eulerian and Lagrangian techniques for fluids
+ Real-time ink simulation using a grid-particle method - mixing Eulerian and Lagrangian techniques for fluids.
Fast Fluid Dynamics Simulation on the GPU - a very well written tutorial about programming the Navier-Stokes equations on a GPU.
Though not WebGL specific, it was still very useful.
Fluid Simulation (with WebGL demo) - this article has some nice, interactive graphics that helped me debug my code.
diff --git a/js/GPUMath.js b/js/GPUMath.js
index 99c19f8b8fbd5f0bacc108e33984bc839b689aa5..a5b0fb4375af034afbab39201e78c1cab23f3e65 100644
--- a/js/GPUMath.js
+++ b/js/GPUMath.js
@@ -9,13 +9,15 @@ function initGPUMath(){
var canvas = document.getElementById("glcanvas");
var gl = canvas.getContext("webgl", {antialias:false}) || canvas.getContext("experimental-webgl", {antialias:false});
- gl.getExtension('OES_texture_float');
+ var floatTextures = gl.getExtension("OES_texture_float");
+ if (!floatTextures) {
+ console.warn("floating point textures are not supported on your system");
+ }
gl.disable(gl.DEPTH_TEST);
var maxTexturesInFragmentShader = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
console.log(maxTexturesInFragmentShader + " textures max");
-
function GPUMath(){
this.reset();
}