Ah dang, yeah totally makes sense. I guess that's one of those pitfalls in 
C that are so obvious that one gets blind about.

> Of course I have no idea WHY any of this needs to be done.

The line:

EmscriptenWebGLContextAttributes attrs;

...means that 'attrs' has random memory content (because it's a C struct, 
not a C++ class with constructor), and the 
emscripten_webgl_init_context_attributes() call initializes the memory to 
something sane (probably just clearing the memory to zero). This 
initialization pattern is fairly common in C APIs, but not in C++ APIs.

Cheers!

On Tuesday, 2 November 2021 at 08:09:08 UTC+1 [email protected] wrote:

> It looks like I have found a solution thanks to someone in the Discord 
> server. Here is what I changed:
>
>   EmscriptenWebGLContextAttributes attrs;
>     attrs.antialias = true;
>     attrs.majorVersion = 3;
>     attrs.minorVersion = 2;
>     attrs.alpha = true;
>     attrs.powerPreference = EM_WEBGL_POWER_PREFERENCE_DEFAULT;
>
>     // The following lines must be done in exact order, or it will break!
>     emscripten_webgl_init_context_attributes(&attrs); // you MUST init the 
> attributes before creating the context
>     attrs.majorVersion = 3; // you MUST set the version AFTER the above 
> line
>     EMSCRIPTEN_WEBGL_CONTEXT_HANDLE webgl_context = 
> emscripten_webgl_create_context("#canvas", &attrs);
>     emscripten_webgl_make_context_current(webgl_context);
>     mainContext = SDL_GL_CreateContext(window);
>
> When you modify my main.cpp with this code then it actually shows the game 
> on the screen and all of the above errors I mentioned disappear. So the 
> solution is to call emscripten_webgl_init_context_attributes between 
> creating the attributes and before creating the context. However, if you do 
> that then it sets up the webgl context using OpenGL ES 2.0 (WebGL 1.0) 
> which is not what I want (because I would need to change all my shader 
> code). So that's why you need to set the attributes AGAIN after calling it 
> (to set majorVersion=3) which results in OpenGL ES 3.0 / WebGL 2.0.
>
> Of course I have no idea WHY any of this needs to be done. I hope this can 
> either be fixed or documented somewhere with an explanation.
>
> I managed to copy and paste this code into my larger game project and it 
> worked like a charm. However, I get a different (unrelated) error now which 
> is that the browser crashes because it runs out of memory... but at least I 
> can see the game now. The preloaded data file is ~80 MB which isn't huge by 
> video game standards, but it might be too big for the browser to download. 
> I did set ALLOW_MEMORY_GROWTH=1 but that didn't seem to prevent the issue. 
> If anyone can help me out with that too please let me know. Thanks.
>
> On Monday, November 1, 2021 at 9:20:16 AM UTC-5 Floh wrote:
>
>> PS: if you just want to get something on screen in a cross-platform 
>> application, but don't care if it's SDL2 or GL, check out my sokol headers:
>>
>> https://floooh.github.io/sokol-html5/
>>
>> No guarantee that this will protect you from any C++ shenanigans though, 
>> the headers can be used from C++, but since I prefer plain old C these 
>> days, most of the sample code is written in C (and the few C++ samples - 
>> mainly the Dear ImGui stuff - doesn't use the STL).
>> On Monday, 1 November 2021 at 15:16:29 UTC+1 Floh wrote:
>>
>>> I'm also able to reproduce the problem on macOS with Chrome and Safari, 
>>> but no idea either what's going wrong there.
>>>
>>> However, I suspect it's not the use of std::string, but that iostream is 
>>> the culprit, because if I replace std::cout with printf but keep 
>>> std::string, it works (replacing cout with printf is a good idea anyway, 
>>> because cout adds an incredible amount of bloat last I checked).
>>>
>>> On Monday, 1 November 2021 at 12:38:16 UTC+1 [email protected] 
>>> wrote:
>>>
>>>> I'm glad someone was able to reproduce it, but that didn't answer any 
>>>> of my questions.
>>>>
>>>> I've tried a few more things and maybe the issue is related to strings 
>>>> in some way. If I add a class that takes a string as a parameter in the 
>>>> constructor, and then ONLY if I instantiate it, like so:
>>>>
>>>> class Test 
>>>> {
>>>> public:
>>>>     Test(std::string test) {} ;
>>>> };
>>>>
>>>> int main() 
>>>> {
>>>>     Test test("test");
>>>>     InitOpenGL(1280, 720, window, mainContext);
>>>>     BeforeMainLoop();
>>>>
>>>>     return 1;
>>>> }
>>>>
>>>> Then that also results in a black screen. Instantiating a vector of 
>>>> strings also results in a black screen, like so:
>>>> std::vector<std::string> languages = { "english", "japanese" };
>>>>
>>>> And my original problem with the Log function also happens to involve 
>>>> strings on some level. If I change the constructor from a string to a 
>>>> const 
>>>> char* then it works. But changing all instances of strings to const char* 
>>>> is not ideal (my program needs strings), and I actually tried that with 
>>>> the 
>>>> Log function and that did not help, so I'm still looking for a solution. 
>>>> So 
>>>> hopefully this information is helpful for someone to figure out what is 
>>>> wrong and how to fix it.
>>>>
>>>>
>>>> On Sunday, October 31, 2021 at 12:23:53 AM UTC-5 Shlomi Fish wrote:
>>>>
>>>>> Hi all! 
>>>>>
>>>>> On Sat, 30 Oct 2021 18:46:19 -0700 (PDT) 
>>>>> Anton Strickland <[email protected]> wrote: 
>>>>>
>>>>> > I have been stuck on a very simple issue for multiple days and need 
>>>>> someone 
>>>>> > who knows what they are doing. I'm trying to use SDL2 and WebGL2 
>>>>> (OpenGL ES 
>>>>> > 3) and sometimes it works, but sometimes it doesn't, depending on 
>>>>> seemingly 
>>>>> > arbitrary code. Please help. See here for the full details and 
>>>>> source code: 
>>>>> > 
>>>>> > 
>>>>> https://gist.github.com/AntonStrickland/433c911151ca73826ee679b120fe8d9e 
>>>>> > 
>>>>>
>>>>> Note that I was able to reproduce the issue on fedora v34 x86-64 with 
>>>>> firefox: 
>>>>>
>>>>> ``` 
>>>>> System: 
>>>>> Host: telaviv1.shlomifish.org Kernel: 5.14.14-200.fc34.x86_64 x86_64 
>>>>> bits: 64 Desktop: Xfce 4.16.0 Distro: Fedora release 34 (Thirty Four) 
>>>>> CPU: 
>>>>> Info: Dual Core model: Intel Core i3-2100 bits: 64 type: MT MCP cache: 
>>>>> L2: 3 MiB 
>>>>> Speed: 2750 MHz min/max: 1600/3100 MHz Core speeds (MHz): 1: 2750 
>>>>> 2: 2698 3: 2709 4: 2694 
>>>>> Graphics: 
>>>>> Device-1: Intel 2nd Generation Core Processor Family Integrated 
>>>>> Graphics 
>>>>> driver: i915 v: kernel Display: x11 server: X.Org 1.20.11 driver: 
>>>>> loaded: 
>>>>> modesetting unloaded: fbdev,vesa resolution: 1920x1080~60Hz 
>>>>> OpenGL: renderer: Mesa DRI Intel HD Graphics 2000 (SNB GT1) 
>>>>> v: 3.3 Mesa 21.1.8 
>>>>> ``` 
>>>>>
>>>>> As a side note: main.cpp has some trailing whitespace: 
>>>>> https://perl-begin.org/tutorials/bad-elements/#trailing-whitespace 
>>>>>
>>>>> > Basically, I have a simple program (just over 100 lines of code) 
>>>>> that 
>>>>> > changes the background color of the screen by calling glClear(). 
>>>>> Probably 
>>>>> > the most basic OpenGL program one can write. When the color is pink, 
>>>>> that 
>>>>> > means it's working, and when it's black, it's not working. In the 
>>>>> above 
>>>>> > link there is main.cpp which works correctly. I have been doing 
>>>>> trial and 
>>>>> > error for this past week commenting out random lines of code to 
>>>>> isolate the 
>>>>> > problem, but it seems like changing arbitrary lines of code stops it 
>>>>> from 
>>>>> > working. I've noticed that it happens when calling some SDL 
>>>>> functions, but 
>>>>> > even just commenting out printing to the console is enough to break 
>>>>> it. See 
>>>>> > main.cpp for details. 
>>>>> > 
>>>>> > I don't know if this is just an issue with me not understanding how 
>>>>> this 
>>>>> > works or if this is an actual bug in emscripten or the SDL port. 
>>>>> it's 
>>>>> > frustrating because when it works, it works all the way (I can use 
>>>>> shaders 
>>>>> > and textures to have a working app), but if I change just a tiny 
>>>>> little 
>>>>> > thing (even just commenting out an unrelated line of code), suddenly 
>>>>> > nothing works at all. I have no idea where to even start debugging 
>>>>> this. 
>>>>> > 
>>>>> > I would imagine that there has to be a way to do this since people 
>>>>> are 
>>>>> > obviously making WebGL games in C++, but since there are no 
>>>>> tutorials 
>>>>> > online for how to do that it becomes impossible to even set up a 
>>>>> simple 
>>>>> > "hello world" script. I purchased a book on how to make games in web 
>>>>> > assembly but they use the SDL renderer and not OpenGL rendering. 
>>>>> Other 
>>>>> > OpenGL web assembly tutorials just use OpenGL without SDL. Surely 
>>>>> there 
>>>>> > must be a way to use them together as I have done for my desktop 
>>>>> app? 
>>>>> > 
>>>>> > I have already reached out on the discord but to no avail so far. 
>>>>> Someone 
>>>>> > suggested adding -fsanitize=address when compiling but that actually 
>>>>> causes 
>>>>> > the above working code to stop working. I don't really have the time 
>>>>> to 
>>>>> > just wait for an answer so I'm hoping this post will get the 
>>>>> attention of 
>>>>> > more people. 
>>>>> > 
>>>>> > So I know this is getting long, but I'm very confused. Since 
>>>>> technically by 
>>>>> > code works, but it's one step away from breaking, and I have no idea 
>>>>> what 
>>>>> > that step is or why. My ultimate goal is to copy and paste this code 
>>>>> into a 
>>>>> > larger project, but every time I do so, it results in a black screen 
>>>>> with 
>>>>> > no indication of what I did wrong. 
>>>>> > 
>>>>> > I would like to understand a few things: 
>>>>> > 
>>>>> > - Is this a problem with my code, my makefile, SDL, or emscripten? 
>>>>> > - If this is not a problem with my code, is someone going to fix the 
>>>>> > issue? 
>>>>> > - If my desktop code is Open GL 3.3, should I be using OpenGL ES 3 
>>>>> or is 
>>>>> > that part of the problem? And what files do I need to include and 
>>>>> where do 
>>>>> > I get them (if what I have isn't correct?) 
>>>>> > - What is the proper way to set up an emscripten webgl context? My 
>>>>> > source code includes two different ways of setting it up and I am 
>>>>> not sure 
>>>>> > which is correct, even after trial and error. 
>>>>> > - Can I get someone who is willing to at least compile the code 
>>>>> > themselves and try out different solutions until they find something 
>>>>> that 
>>>>> > can provide an explanation? I don't want someone to suggest adding a 
>>>>> > single argument to my makefile, and then hours later I get home to 
>>>>> try it out 
>>>>> > and realize that it actually causes the program to fail. My program 
>>>>> is small 
>>>>> > enough that someone can copy and paste it together, compile it, and 
>>>>> run it 
>>>>> > in less than 2 minutes. There is no reason to not do that yourself 
>>>>> to 
>>>>> > check that it works before suggesting a solution to me. I am just a 
>>>>> little 
>>>>> > frustrated at this point so please don't take it the wrong way, I 
>>>>> just 
>>>>> > want someone to take me seriously so I can move on to the next step 
>>>>> of my 
>>>>> > project. 
>>>>> > - If this mailing list is not the best place to quickly get help 
>>>>> like 
>>>>> > that, who do I need to contact? I am willing to pay for work if that 
>>>>> needs 
>>>>> > to be done, but I don't think that should be necessary to get a 
>>>>> "hello 
>>>>> > world" program up and running, especially when I've already come 
>>>>> this far 
>>>>> > on my own. 
>>>>> > 
>>>>> > 
>>>>> > 
>>>>>
>>>>>
>>>>>
>>>>> -- 
>>>>>
>>>>> Shlomi Fish https://www.shlomifish.org/ 
>>>>> Free (Creative Commons) Music Downloads, Reviews and more - 
>>>>> https://jamendo.com/ 
>>>>>
>>>>> <LeoNerd> “I hear eclipse is really nice, but I’m still waiting for it 
>>>>> to 
>>>>> load.” 
>>>>> — Freenode’s #perl 
>>>>>
>>>>> Please reply to list if it's a mailing list post - 
>>>>> https://shlom.in/reply . 
>>>>>
>>>>

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