@@ -32,7 +32,7 @@ var LibraryGL = {
3232 syncs : [ ] ,
3333#endif
3434
35- #if USES_GL_EMULATION
35+ #if FULL_ES2 || LEGACY_GL_EMULATION
3636 currArrayBuffer : 0 ,
3737 currElementArrayBuffer : 0 ,
3838#endif
@@ -69,7 +69,7 @@ var LibraryGL = {
6969 unpackAlignment : 4 , // default alignment is 4 bytes
7070
7171 init : function ( ) {
72- #if USES_GL_EMULATION
72+ #if FULL_ES2 || LEGACY_GL_EMULATION
7373 GL . createLog2ceilLookup ( GL . MAX_TEMP_BUFFER_SIZE ) ;
7474#endif
7575 GL . miniTempBuffer = new Float32Array ( GL . MINI_TEMP_BUFFER_SIZE ) ;
@@ -105,7 +105,7 @@ var LibraryGL = {
105105 miniTempBuffer : null ,
106106 miniTempBufferViews : [ 0 ] , // index i has the view of size i+1
107107
108- #if USES_GL_EMULATION
108+ #if FULL_ES2 || LEGACY_GL_EMULATION
109109 // When user GL code wants to render from client-side memory, we need to upload the vertex data to a temp VBO
110110 // for rendering. Maintain a set of temp VBOs that are created-on-demand to appropriate sizes, and never destroyed.
111111 // 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 = {
35373537#endif
35383538 var bufferObj = buffer ? GL . buffers [ buffer ] : null ;
35393539
3540- #if USES_GL_EMULATION
3540+ #if FULL_ES2 || LEGACY_GL_EMULATION
35413541 if ( target == GLctx . ARRAY_BUFFER ) {
35423542 GL . currArrayBuffer = buffer ;
35433543#if LEGACY_GL_EMULATION
@@ -4176,7 +4176,7 @@ var LibraryGL = {
41764176#endif
41774177 GLctx [ 'bindVertexArray' ] ( GL . vaos [ vao ] ) ;
41784178#endif
4179- #if USES_GL_EMULATION
4179+ #if FULL_ES2 || LEGACY_GL_EMULATION
41804180 var ibo = GLctx . getParameter ( GLctx . ELEMENT_ARRAY_BUFFER_BINDING ) ;
41814181 GL . currElementArrayBuffer = ibo ? ( ibo . name | 0 ) : 0 ;
41824182#endif
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