As per the Javadocs, that method of OrthographicCamera is only applicable in a GLES 1.x environment. With GLES 2.0 you’d submit the camera matrices to your shader.
To ensure your app works across all platforms, try to stick to what libgdx provides. This includes things like file i/o (use Gdx.app.files), networking (Gdx.app.net) and so on. The reason is that Android, HTML5 and iOS do not support all classes in the JRE. That’s why we provide replacements which are sometimes even a bit better than their JRE equivalents in terms of say memory consumption and GC friendliness.
In terms of OpenGL ES, you can chose between 1.x (fixed function) or 2.0 (shaders). The higher level classes like SpriteBatch, BitmapFont and so on are all agnostic about which version you use. If you only issue OpenGL ES commands via the GLCommon interface (Gdx.gl) and leave the rest to the higher level classes, you will not run into any issues. If you want more control, you’ll have to special case your rendering depending on what’s available on the system. The gdx-invaders example in the repo demonstrates this. It has one renderer for OpenGL ES 1.x and another one for 2.0. Again, this is only necessary if you want to get your hands dirty with low-level OpenGL ES yourself.
TL;DR: use what libgdx provides, stay away from JRE classes if you target HTML5.