What sort of errors are you getting? In WebGL1, vertex array objects are behind an extension (OES_vertex_array_object), and depending on how you're setting up the WebGL context you may need to manually enable extensions (in emscripten_webgl_create_context() this happens automatically though unless you set the enableExtensionsByDefault explicitly to false, I'm not sure how it works in the GLFW-, SDL- or other wrappers).
Having said that, I'm not using vertex array objects any longer in my code since I haven't seen any advantages on any platform, and the fact that the buffer bindings are part of the VAO state make them a hassle to use when there's a lot of buffer binding combinations. Instead I've put the granular vertex declaration calls behind a 'redundant state cache'. In WebGL2/GLES3 or desktop GL core profile at least a single global VAO is required though, for this I simply have a call to glGenVertexArrays() followed by a glBindVertexArray() in my GL initialization code. Cheers, -Floh. On Tuesday, 19 February 2019 20:29:35 UTC+1, buggabugga wrote: > > Hello, > > I haven't been able make VAO work with emscripten or find a complete > example that works with emscripten. > > Is it supported and if yes can someone point me to a working example? > > Thanks! > -- 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.
