Downloading...
This application tests WebGL+Emscripten GL support for different rendertarget formats. Click on one of the links below. If depth buffering is enabled and works, you should see a colored spinning cube with its backfacing hidden edges drawn in dashed lines. If depth buffering is not enabled or working, all cube edges will be drawn in solid. If stencil buffering is enabled and works, the cube should also blink periodically in one second intervals.
Use a GL Renderbuffer for color attachment if available. Otherwise, use a GL Texture.
Color buffer format: If NONE is selected, rendering will be done directly to canvas, i.e. to the default FBO 0, and depth/stencil buffers below will not be created.

Use a GL Renderbuffer for depth attachment if available. Otherwise, use a GL Texture.
Depth buffer format: If color format is NONE, this option is ignored.

Enable stencil comparison with glEnable(GL_STENCIL_TEST)? If enabled, and you chose a stencil buffer (or FBO 0 is used), the cube should blink.
Use a GL Renderbuffer for stencil attachment if available. Otherwise, use a GL Texture.
Stencil buffer format: Note: Cannot choose both a depth and a stencil buffer simultaneously. To have both depth and stencil, must use TextureFormat_D24_UNORM_S8_UINT. If color format is NONE, this option is ignored.