@@ -32,7 +32,7 @@ var LibraryGL = {
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syncs : [ ] ,
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#endif
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- #if USES_GL_EMULATION
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+ #if FULL_ES2 || LEGACY_GL_EMULATION
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currArrayBuffer : 0 ,
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currElementArrayBuffer : 0 ,
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#endif
@@ -69,7 +69,7 @@ var LibraryGL = {
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unpackAlignment : 4 , // default alignment is 4 bytes
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init : function ( ) {
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- #if USES_GL_EMULATION
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+ #if FULL_ES2 || LEGACY_GL_EMULATION
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GL . createLog2ceilLookup ( GL . MAX_TEMP_BUFFER_SIZE ) ;
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#endif
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GL . miniTempBuffer = new Float32Array ( GL . MINI_TEMP_BUFFER_SIZE ) ;
@@ -105,7 +105,7 @@ var LibraryGL = {
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miniTempBuffer : null ,
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miniTempBufferViews : [ 0 ] , // index i has the view of size i+1
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- #if USES_GL_EMULATION
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+ #if FULL_ES2 || LEGACY_GL_EMULATION
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// When user GL code wants to render from client-side memory, we need to upload the vertex data to a temp VBO
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// for rendering. Maintain a set of temp VBOs that are created-on-demand to appropriate sizes, and never destroyed.
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// Also, for best performance the VBOs are double-buffered, i.e. every second frame we switch the set of VBOs we
@@ -3537,7 +3537,7 @@ var LibraryGL = {
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#endif
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var bufferObj = buffer ? GL . buffers [ buffer ] : null ;
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- #if USES_GL_EMULATION
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+ #if FULL_ES2 || LEGACY_GL_EMULATION
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if ( target == GLctx . ARRAY_BUFFER ) {
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GL . currArrayBuffer = buffer ;
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#if LEGACY_GL_EMULATION
@@ -4176,7 +4176,7 @@ var LibraryGL = {
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#endif
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GLctx [ 'bindVertexArray' ] ( GL . vaos [ vao ] ) ;
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#endif
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- #if USES_GL_EMULATION
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+ #if FULL_ES2 || LEGACY_GL_EMULATION
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var ibo = GLctx . getParameter ( GLctx . ELEMENT_ARRAY_BUFFER_BINDING ) ;
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GL . currElementArrayBuffer = ibo ? ( ibo . name | 0 ) : 0 ;
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#endif
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