window.onload = function(){
var drawing = document.getElementById("drawing");
//make sure <canvas> is completely supported
if (drawing.getContext){
var gl;
try {
gl = drawing.getContext("experimental-webgl");
} catch (ex) {
//noop
}
if (gl){
gl.clearColor(255,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
} else {
alert("WebGL context could not be created.");
}
}
};