Grabs a WebGLRenderingContext, returning null if it doesn't exist. Similar to 2d-context.
//get a webgl context, will be null if not found
var gl = require('webgl-context')()
if (gl) {
    document.body.appendChild(gl.canvas)
    //do something...
}Or, with options:
//or with optional settings...
var gl = require('webgl-context')({
    canvas: canvas, //the canvas DOM element to use
    width: 400, //resizes the canvas..
    height: 200, 
    antialias: true //can specify custom attributes here
})Gets a new canvas context with optional parameters:
- canvasa canvas element to use, otherwise creates a new element
- widtha width to set, otherwise no change
- heighta height to set, otherwise no change
- other attributes are passed to the getContext call, like alphaandantialias
You can then get a reference of the canvas element with ctx.canvas.
MIT, see LICENSE.md for details.
