Three.js detect webgl support and fallback to regular canvas

Yes, it’s possible. You can use CanvasRenderer instead of WebGLRenderer.

About WebGL detection:

1) Read this WebGL wiki article: http://www.khronos.org/webgl/wiki/FAQ

 if (!window.WebGLRenderingContext) {
    // the browser doesn't even know what WebGL is
    window.location = "http://get.webgl.org";
  } else {
    var canvas = document.getElementById("myCanvas");
    var context = canvas.getContext("webgl");
    if (!context) {
      // browser supports WebGL but initialization failed.
      window.location = "http://get.webgl.org/troubleshooting";
    }
  }

2) Three.js already has a WebGL detector:
https://github.com/mrdoob/three.js/blob/master/examples/js/Detector.js

renderer = Detector.webgl? new THREE.WebGLRenderer(): new THREE.CanvasRenderer();

3) Check also the Modernizr detector:
https://github.com/Modernizr/Modernizr/blob/master/feature-detects/webgl.js

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