Emscripten is capable of compiling C/C++ code that uses either OpenGL ES 2.0 or OpenGL ES 3.0 by mapping those calls to WebGL or WebGL 2 calls, respectively. Because of this, Emscripten only supports a subset of the OpenGL ES commands that correspond to the commands available inside of the WebGL library you use. For instance, if you would like to use OpenGL ES 3.0, you will need to include WebGL 2 when compiling by passing the -s USE_WEBGL2=1 parameter to the Emscripten compiler. In this chapter, we will be using OpenGL ES 2.0 in combination with SDL to render sprites using shaders, and later we will be using SDL to render an icon that represents the location of a light source in our application. SDL provides many features that are absent from OpenGL, such as an audio library, an image loading library, and mouse and keyboard input libraries...
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