@Floh: Consider this example code:
GLfloat verts_Init[] = {
-1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f };
std::copy(verts_Init, verts_Init + 9, m_verts);
glBindBuffer(GL_ARRAY_BUFFER, m_idVBO[0]);
glBufferData(GL_ARRAY_BUFFER, 9*sizeof(GLfloat), m_verts, GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); // (x, y, z) for pos
glEnableVertexAttribArray(0);
I'm calling glVertexAttribPointer() "with an offset into a buffer" right? What's an example of calling glVertexAttribPointer() "with an actual pointer to the data"?
"don't provide any input geometry to the vertex shader" - interesting. I see (
http://bit.ly/1F7vk83 ) shows an example where the vertex position is specified inside the vertex shader GLSL code instead of being passed in from C++ code.
@jj: I'm glad to hear this is being worked on. I wonder if this has any relation to the fact that ANGLE does not yet fully support GLES3 since ANGLE is used by Chrome?
Anyone know the ETA on when there will be a reasonably robust/stable GLES3 support in Emscripten and a reasonably robust/stable WebGL 2 browser for the Emscripten-generated javascript to run?
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