PS: looking at the linker errors you're getting it looks like you're including and using the GLES3 headers, but then somehow end up with linking against the GLES2 JS shim.
As far as I can see in my build scripts, just a "-s USE_WEBGL2=1" on the linker command line should do the trick (my build scripts are quite old, so I'm not using MIN/MAX_WEBGL_VERSION and -lGLESv2 etc, not sure what's the current recommend procedure is). On Thursday, 13 February 2020 15:39:20 UTC+1, Floh wrote: > > FWIW, I've been using glBlitFramebuffer() since forever to resolve MSAA > render target textures into a non-MSAA texture, only supported in > GLES3/WebGL2 though. > > I have the call in an #ifdef though, so that it's not being used when > compiled against the GLES2 headers. > > It works with USE_WEBGL2 and a dynamic fallback to WebGL1 if WebGL2 could > not be initialized (that's what the check for !_sg.gl.gles2 check is for): > > > https://github.com/floooh/sokol/blob/196aa649f15a7ef05af64fedf5c90f64dc6d2fdd/sokol_gfx.h#L5842-L5869 > > Also make sure to include the matching GL headers (GLES3/gl3.h with > USE_WEBGL2, and GLES2/gl2.h otherwise). > > Cheers, > -Floh. > -- 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]. To view this discussion on the web visit https://groups.google.com/d/msgid/emscripten-discuss/c8f8f7a7-7437-4b9d-9fc6-35cd960e345e%40googlegroups.com.
