@Floh: Consider this example code:

GLfloat verts_Init[] = {
-1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f };
std::copy(verts_Init, verts_Init + 9, m_verts);
glBindBuffer(GL_ARRAY_BUFFER, m_idVBO[0]);
glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), m_verts, GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); // (x, y, z) 
for pos
glEnableVertexAttribArray(0);

I'm calling glVertexAttribPointer() "with an offset into a buffer" right? 
 What's an example of calling glVertexAttribPointer() "with an actual 
pointer to the data"?

"don't provide any input geometry to the vertex shader" - interesting.  I 
see ( http://bit.ly/1F7vk83 ) shows an example where the vertex position is 
specified inside the vertex shader GLSL code instead of being passed in 
from C++ code.

@jj: I'm glad to hear this is being worked on.  I wonder if this has any 
relation to the fact that ANGLE does not yet fully support GLES3 since 
ANGLE is used by Chrome?

Anyone know the ETA on when there will be a reasonably robust/stable GLES3 
support in Emscripten and a reasonably robust/stable WebGL 2 browser for 
the Emscripten-generated javascript to run?

---

On Thursday, September 17, 2015 at 10:52:17 PM UTC-5, [email protected] 
wrote:
>
> 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?
>
>

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