@@ -40,7 +40,7 @@ var LibraryGL = {
40
40
syncs : [ ] ,
41
41
#endif
42
42
43
- #if USES_GL_EMULATION
43
+ #if FULL_ES2 || LEGACY_GL_EMULATION
44
44
currArrayBuffer : 0 ,
45
45
currElementArrayBuffer : 0 ,
46
46
#endif
@@ -77,7 +77,7 @@ var LibraryGL = {
77
77
unpackAlignment : 4 , // default alignment is 4 bytes
78
78
79
79
init : function ( ) {
80
- #if USES_GL_EMULATION
80
+ #if FULL_ES2 || LEGACY_GL_EMULATION
81
81
GL . createLog2ceilLookup ( GL . MAX_TEMP_BUFFER_SIZE ) ;
82
82
#endif
83
83
GL . miniTempBuffer = new Float32Array ( GL . MINI_TEMP_BUFFER_SIZE ) ;
@@ -113,7 +113,7 @@ var LibraryGL = {
113
113
miniTempBuffer : null ,
114
114
miniTempBufferViews : [ 0 ] , // index i has the view of size i+1
115
115
116
- #if USES_GL_EMULATION
116
+ #if FULL_ES2 || LEGACY_GL_EMULATION
117
117
// When user GL code wants to render from client-side memory, we need to upload the vertex data to a temp VBO
118
118
// for rendering. Maintain a set of temp VBOs that are created-on-demand to appropriate sizes, and never destroyed.
119
119
// Also, for best performance the VBOs are double-buffered, i.e. every second frame we switch the set of VBOs we
@@ -3642,7 +3642,7 @@ var LibraryGL = {
3642
3642
#endif
3643
3643
var bufferObj = buffer ? GL . buffers [ buffer ] : null ;
3644
3644
3645
- #if USES_GL_EMULATION
3645
+ #if FULL_ES2 || LEGACY_GL_EMULATION
3646
3646
if ( target == GLctx . ARRAY_BUFFER ) {
3647
3647
GL . currArrayBuffer = buffer ;
3648
3648
#if LEGACY_GL_EMULATION
@@ -4282,7 +4282,7 @@ var LibraryGL = {
4282
4282
#endif
4283
4283
GLctx [ 'bindVertexArray' ] ( GL . vaos [ vao ] ) ;
4284
4284
#endif
4285
- #if USES_GL_EMULATION
4285
+ #if FULL_ES2 || LEGACY_GL_EMULATION
4286
4286
var ibo = GLctx . getParameter ( GLctx . ELEMENT_ARRAY_BUFFER_BINDING ) ;
4287
4287
GL . currElementArrayBuffer = ibo ? ( ibo . name | 0 ) : 0 ;
4288
4288
#endif
0 commit comments