Use same window hints for webgl and desktop;
It doesn't seem like this causes any problems anymore.
@@ -53,7 +53,6 @@ void lovrGraphicsCreateWindow(int w, int h, bool fullscreen, int msaa, const cha
lovrAssert(!state.window, "Window is already created");
if ((state.window = glfwGetCurrentContext()) == NULL) {
-#ifndef EMSCRIPTEN
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
@@ -61,13 +60,6 @@ void lovrGraphicsCreateWindow(int w, int h, bool fullscreen, int msaa, const cha
glfwWindowHint(GLFW_SAMPLES, msaa);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
glfwWindowHint(GLFW_SRGB_CAPABLE, state.gammaCorrect);
-#else
- glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
- glfwWindowHint(GLFW_SAMPLES, msaa);
- glfwWindowHint(GLFW_SRGB_CAPABLE, state.gammaCorrect);
-#endif
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
