>From glancing over the EGL wrapper code here: https://github.com/kripken/emscripten/blob/master/src/library_egl.js#L270
...it looks to me like there's no support for setting up a WebGL2 context. You could use the emscripten_webgl_*() functions instead of EGL, these map directly to the HTML5 APIs, for instance here's my code to setup a WebGL2 context, and if this fails fall back to WebGL1: https://github.com/floooh/oryol/blob/master/code/Modules/Gfx/private/emsc/emscDisplayMgr.cc#L101 (you still need to link with "-s USE_WEBGL2=1") Cheers, -Floh. Am Montag, 26. Juni 2017 23:09:04 UTC+2 schrieb Brian Gavin: > > Hi everyone, > I want to create a webl2 canvas. I create my canvas doing something > similar to emscripten/tests/test_egl.c I pass the linker flag -s > USE_WEBGL2=1 > > I create a context setting the attributes like this to create a webgl > version 1 > > EGLint contextAttribs[] = > > { > > EGL_CONTEXT_CLIENT_VERSION, 2, > > EGL_NONE > > }; > > I would assume that I would change to this EGL_CONTEXT_CLIENT_VERSION, 3 > ? > > I would like to create a webgl 1 canvas since some platforms do not > support WebGL. > > > What is the correct way to do this? > > Thanks, > Brian Gavin > -- 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.
