title: babylon.js vs three.js on ionic, the webgl issue
body: <p>I'm developing an app for android with ionic 3. I have a part using babylon.js and another part (not related with each other) using three.js I tested the app in a few devices. Those with Android 5.1.1 can't show the three.js stuff. It says "webGL not supported" or something like that. Also if i try <code>document.createElement("canvas").getContext("webgl")</code> i get <code>null</code>. SO it makes sense so far.</p>
  
  <p>Babylon.js, on the other hand, can show its 3d stuff with no problem. If I try <code>document.createElement("canvas").getContext("webgl")</code> I also get <code>null</code>. BUT: if I try <code>engine.webGLversion</code> I get <code>2</code>.</p>
  
  <p>On Android 6 or 7, everything works just fine. THREE.js says it is using the webgl engine, and so does Babylon. I know Chrome's webview doesn't allow you to use webgl on Android 5.1.1 or below (???). Anyways, WebGL works fine on Android 6 and 7. Also <code>document.createElement("canvas").getContext("webgl")</code> returns ok.</p>
  
  <p>Then I installed Crosswalk on my app (adding the black list ignore thing) and THREE.js stopped complaining and <code>document.createElement("canvas").getContext("webgl")</code> returns a webGL context alright.</p>
  
  <p>I still don't know if: </p>
  
  <ol>
  <li>babylon has a canvas renderer, and falls back to it when can't find webgl. </li>
  <li>babylon has some magic powers and CAN use webGL when Three.js CAN'T</li>
  </ol>
  
  <p>Anyone has gone through the same? thanks</p>