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authorAlon Zakai <alonzakai@gmail.com>2013-02-27 20:58:00 -0500
committerAlon Zakai <alonzakai@gmail.com>2013-02-27 20:58:00 -0500
commit2b012610c54da149b480bce7ea3b75480a7b60e9 (patch)
treebfcc7ef35867afde84e90a580ff6b23e96911a71 /src/settings.js
parenta0a5e19ded9d2610c60c27a8cb65009365fc33c5 (diff)
cleanups
Diffstat (limited to 'src/settings.js')
-rw-r--r--src/settings.js6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/settings.js b/src/settings.js
index dbce836d..82cbebe4 100644
--- a/src/settings.js
+++ b/src/settings.js
@@ -166,10 +166,8 @@ var GL_DEBUG = 0; // Print out all calls into WebGL. As with LIBRARY_DEBUG, you
var GL_TESTING = 0; // When enabled, sets preserveDrawingBuffer in the context, to allow tests to work (but adds overhead)
var GL_MAX_TEMP_BUFFER_SIZE = 2097152; // How large GL emulation temp buffers are
var GL_UNSAFE_OPTS = 1; // Enables some potentially-unsafe optimizations in GL emulation code
-var FORCE_GL_EMULATION = 0; // Forces inclusion of GL emulation code. This lets you use non-WebGL features
- // like clientside data. GL commands that are not in WebGL will automatically
- // include this feature, but if you just use pure GLES commands *and* need
- // emualation, you will need to enable it manually with this flag.
+var FULL_ES2 = 0; // Forces support for all GLES2 features, not just the WebGL-friendly subset.
+var FORCE_GL_EMULATION = 0; // Forces inclusion of full GL emulation code.
var DISABLE_EXCEPTION_CATCHING = 0; // Disables generating code to actually catch exceptions. If the code you
// are compiling does not actually rely on catching exceptions (but the