I am working on a wrapper to provide a JS API for a C++ library and I am 
struggling mightily to get all the pieces in place. I have been completely 
unable find a simple and *complete* working example (.html, .js & .wasm). 
Finding and accessing Module is my current problem. (I feel like a newbie 
having to ask these questions.)

My wrapper code successfully compiles creating a .js and a .wasm file. I have 
an index.html file with

  <script src="../mylib.js"></script>
  <script src="webgl-demo.js"></script>

webgl-demo.js creates the canvas and WebGL context the code in mylib.js must 
use.

I first tried in weggl-demo.js just after the context has been created

Module.preinitializedWebGLContext = gl;

which tells me Module is undefined. The comments in the generated mylib.js say 
that a Module will be created if not already defined so why do I get 
“undefined” here? window.Module also gives me undefined. I’m running in a 
browser.

Then I added

<script>
    var Module = {}
</script>

before the script tag with the link to mylib.js in index.html. It solves the 
undefined but will the setting of preinitializedWebGLContext be too late? The 
value to use will not be known before some part of webgl-demo.js runs. How can 
I initialize Module correctly?

I also need to access the GL object so I can find the WebGLTexture objects 
matching OpenGL ES texture names, so I can from JS create a texture that 
Emscripten’s OpenGL ES emulation will know about. This will be used for loading 
texture data. I am thinking of calling GL._glGenTextures and GL._bindTexture 
then looking in GL.textures to find the matching WebGLTexture. Is this viable? 
Is there a better way?

Will I find the GL object on Module once I successfully get it initialized?

Regards

    -Mark



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