If you mean this sentence from the docs: "This allows you to use glDrawArrays <https://www.opengl.org/sdk/docs/man3/xhtml/glDrawArrays.xml> etc. without a bound buffer,..."
This simply means that you can render directly from a 'client-side' memory chunk with vertex-data instead of having the vertex data stored in a GL buffer, in this case glVertexAttribPointer is called with an actual pointer to the data, instead of an offset into a buffer). It may simplify porting some desktop-GL code, but is not recommended, since the GL shim needs to create and update a GL buffer under the hood. The other possible meaning of rendering without a buffer would be 'attribute-less-rendering', where you don't provide any input geometry to the vertex shader, but instead use the generated vertex-id and/or instance-id to lookup vertex positions in an uniform array. Not sure if this is possible in WebGL though (see here: http://renderingpipeline.com/2012/03/attribute-less-rendering/) Cheers, -Floh. Am Freitag, 18. September 2015 05:52:17 UTC+2 schrieb [email protected]: > > What is the ETA on OpenGL ES 3.0 support for Emscripten? > > ( http://bit.ly/1Qjunsp ) says Emscripten supports OpenGL ES 2.0. > However, I see no mention of OpenGL ES 3.0? > > As for OpenGL ES 2.0 support, apparently this means the WebGL-friendly > subset of OpenGL + the ability to use glDrawArrays() without a bound > buffer. Does "without a bound buffer" mean without calling glBindBuffer()? > > Why would you want to call glDrawArrays() without first calling > glBindBuffer()? Wouldn't that mean to draw nothing? > > -- You received this message because you are subscribed to the Google Groups "emscripten-discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/d/optout.
