Thanks Zephon,
I tried your suggestion (although emscripten_run_script seems to be a void
func, and cannot return an int.)
When added, and running in firefox, the application seems to hang, and
never draws anything in the canvas.
I added it after setting the SDL video mode.
On Thursday, January 16, 2014 8:38:41 AM UTC-8, zephon wrote:
>
> have you tried something like this?
>
> #ifdef EMSCRIPTEN
> char req[] = "var ctx =
> Module.canvas.getContext('experimental-webgl');\n"
> "if(ctx.getExtension('WEBKIT_WEBGL_depth_texture') != NULL) return 1;\n"
> "else if (ctx.getExtension('MOZ_WEBGL_depth_texture') != NULL) return
> 1;\n"
> "else return 0;\n";
>
> int res = emscripten_run_script(req);
> #endif
>
> WebGL extensions must be activated with getExtension() before being used...
>
> On Wednesday, January 15, 2014 7:13:39 AM UTC+1, Bram Stolk wrote:
>>
>> My emscripted OpenGL-ES2 game fails to create a depth texture.
>> The extension is supported on my machine, yet:
>>
>> I try to create the depth texture with:
>> glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOWBUFFERSIZE,
>> SHADOWBUFFERSIZE, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, depthbuffermem );
>>
>> This results in:
>> GL_INVALID_OPERATION
>>
>> I guess it could be a limit of WebGL not supporting depth textures?
>> Or could it be something emscripten does not tolerate?
>>
>> I use firefox to load the HTML created with ASM_JS=1.
>> Also, my frag+vert GLSL shaders get compiled and linked just fine.
>>
>> My OpenGL context is created via SDL:
>> SDL_Surface* screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL );
>>
>> Thx,
>>
>> bram
>>
>>
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