#ifdef __EMSCRIPTEN__
+//#include <GLES2/gl2.h>
+
Game *global_game_ptr = nullptr;
extern "C" {
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, &game, false,
resize_event_callback);
+ //glEnable(GL_DEPTH_TEST);
+
emscripten_set_main_loop_arg(jumpartifact_demo_update, &game, 0, 1);
#else
{
// local includes
#include "screen_test.h"
+#ifdef __EMSCRIPTEN__
+//#include <GLES2/gl2.h>
+#endif
+
Screen::Screen(std::weak_ptr<ScreenStack> stack) : stack(stack) {}
ScreenStack::PendingAction::PendingAction() : screen(), action(Action::NOP) {}
}
BeginDrawing();
+
+#ifdef __EMSCRIPTEN__
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#endif
+
DrawTextureRec(
render_texture->texture,
Rectangle{0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight()},
#include "ems.h"
#include "screen_walker_hack.h"
+#ifdef __EMSCRIPTEN__
+//#include <GLES2/gl2.h>
+#endif
+
TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
: Screen(stack),
surface(),
}
BeginTextureMode(*render_texture);
+
+#ifdef __EMSCRIPTEN__
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#endif
+
DrawTextureRec(
bgRenderTexture.texture,
Rectangle{0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight()},