LOG_GL("BindBuffer GL_ELEMENT_ARRAY_BUFFER 0\n");
mGlAbstraction.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBoundElementArrayBufferId);
+#ifndef EMSCRIPTEN // not in WebGL
mBoundTransformFeedbackBufferId = 0;
LOG_GL("BindBuffer GL_TRANSFORM_FEEDBACK_BUFFER 0\n");
mGlAbstraction.BindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mBoundTransformFeedbackBufferId);
+#endif
mActiveTextureUnit = UNINITIALIZED_TEXTURE_UNIT;