Google for "client-side vertex arrays" to find an example of the legacy rendering mode. E.g. http://gamedev.stackexchange.com/questions/11438/when-to-use-vertex-array-and-when-to-use-vbo
Yes, there is work under way in ANGLE that is a prerequisite for stable implementation to ship in browsers. Following/asking in public-webgl mailing list may give a closer sense of where things are at. "By the end of this year" has been mentioned there a lot, but it is difficult to precisely estimate how well it goes. 2015-09-19 4:26 GMT+03:00 <[email protected]>: > @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? >> >> -- > 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. > -- 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.
