Fix WebGL2RenderContext indentation up to line 4189.
This commit is contained in:
@@ -3847,345 +3847,345 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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}
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#if !lime_webgl
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public function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:ArrayBufferView,
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srcOffset:Int = 0,
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?srcLengthOverride:Int):Void
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public function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:ArrayBufferView,
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srcOffset:Int = 0,
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?srcLengthOverride:Int):Void
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#else
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public inline function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:Dynamic,
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?srcOffset:Int,
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?srcLengthOverride:Int):Void
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public inline function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:Dynamic,
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?srcOffset:Int,
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?srcLengthOverride:Int):Void
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#end
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{
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var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
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{
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var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
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__tempPointer.set(srcData, srcOffset);
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this.compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, __tempPointer);
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}
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__tempPointer.set(srcData, srcOffset);
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this.compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, __tempPointer);
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}
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public function compressedTexImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int,
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srcData:ArrayBufferView,
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srcOffset:Int = 0, ?srcLengthOverride:Int):Void
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{
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var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
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__tempPointer.set(srcData, srcOffset);
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this.compressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, __tempPointer);
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}
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public function compressedTexImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int,
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srcData:ArrayBufferView,
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srcOffset:Int = 0, ?srcLengthOverride:Int):Void
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{
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var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
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__tempPointer.set(srcData, srcOffset);
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this.compressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, __tempPointer);
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}
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#if !lime_webgl
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public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int,
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srcData:ArrayBufferView,
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srcOffset:Int = 0, ?srcLengthOverride:Int):Void
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public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int,
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srcData:ArrayBufferView,
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srcOffset:Int = 0, ?srcLengthOverride:Int):Void
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#else
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public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int,
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srcData:Dynamic,
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?srcOffset:Int, ?srcLengthOverride:Int):Void
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public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int,
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srcData:Dynamic,
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?srcOffset:Int, ?srcLengthOverride:Int):Void
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#end
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{
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var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
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{
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var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
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__tempPointer.set(srcData, srcOffset);
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this.compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, __tempPointer);
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}
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__tempPointer.set(srcData, srcOffset);
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this.compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, __tempPointer);
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}
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public inline function compressedTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int,
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depth:Int, format:Int,
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srcData:ArrayBufferView, srcOffset:Int = 0, ?srcLengthOverride:Int):Void
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{
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var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
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__tempPointer.set(srcData, srcOffset);
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this.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, __tempPointer);
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}
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public inline function compressedTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int,
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depth:Int, format:Int,
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srcData:ArrayBufferView, srcOffset:Int = 0, ?srcLengthOverride:Int):Void
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{
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var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
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__tempPointer.set(srcData, srcOffset);
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this.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, __tempPointer);
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}
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public inline function copyBufferSubData(readTarget:Int, writeTarget:Int, readOffset:DataPointer, writeOffset:DataPointer, size:Int):Void
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{
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this.copyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
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}
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public inline function copyBufferSubData(readTarget:Int, writeTarget:Int, readOffset:DataPointer, writeOffset:DataPointer, size:Int):Void
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{
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this.copyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
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}
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public inline function copyTexImage2D(target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void
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{
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this.copyTexImage2D(target, level, internalformat, x, y, width, height, border);
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}
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public inline function copyTexImage2D(target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void
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{
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this.copyTexImage2D(target, level, internalformat, x, y, width, height, border);
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}
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public inline function copyTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void
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{
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this.copyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
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}
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public inline function copyTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void
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{
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this.copyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
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}
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public inline function copyTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, x:Int, y:Int, width:Int,
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height:Int):Void
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{
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this.copyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
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}
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public inline function copyTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, x:Int, y:Int, width:Int,
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height:Int):Void
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{
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this.copyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
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}
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public inline function createBuffer():GLBuffer
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{
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return this.createBuffer();
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}
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public inline function createBuffer():GLBuffer
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{
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return this.createBuffer();
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}
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public inline function createFramebuffer():GLFramebuffer
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{
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return this.createFramebuffer();
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}
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public inline function createFramebuffer():GLFramebuffer
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{
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return this.createFramebuffer();
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}
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public inline function createProgram():GLProgram
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{
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return this.createProgram();
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}
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public inline function createProgram():GLProgram
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{
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return this.createProgram();
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}
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public inline function createQuery():GLQuery
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{
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return this.createQuery();
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}
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public inline function createQuery():GLQuery
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{
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return this.createQuery();
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}
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public inline function createRenderbuffer():GLRenderbuffer
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{
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return this.createRenderbuffer();
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}
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public inline function createRenderbuffer():GLRenderbuffer
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{
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return this.createRenderbuffer();
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}
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public inline function createSampler():GLSampler
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{
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return this.createSampler();
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}
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public inline function createSampler():GLSampler
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{
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return this.createSampler();
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}
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public inline function createShader(type:Int):GLShader
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{
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return this.createShader(type);
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}
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public inline function createShader(type:Int):GLShader
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{
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return this.createShader(type);
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}
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public inline function createTexture():GLTexture
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{
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return this.createTexture();
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}
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public inline function createTexture():GLTexture
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{
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return this.createTexture();
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}
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public inline function createTransformFeedback():GLTransformFeedback
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{
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return this.createTransformFeedback();
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}
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public inline function createTransformFeedback():GLTransformFeedback
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{
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return this.createTransformFeedback();
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}
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public inline function createVertexArray():GLVertexArrayObject
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{
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return this.createVertexArray();
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}
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public inline function createVertexArray():GLVertexArrayObject
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{
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return this.createVertexArray();
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}
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public inline function cullFace(mode:Int):Void
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{
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this.cullFace(mode);
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}
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public inline function cullFace(mode:Int):Void
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{
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this.cullFace(mode);
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}
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public inline function deleteBuffer(buffer:GLBuffer):Void
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{
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this.deleteBuffer(buffer);
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}
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public inline function deleteBuffer(buffer:GLBuffer):Void
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{
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this.deleteBuffer(buffer);
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}
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public inline function deleteFramebuffer(framebuffer:GLFramebuffer):Void
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{
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this.deleteFramebuffer(framebuffer);
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}
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public inline function deleteFramebuffer(framebuffer:GLFramebuffer):Void
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{
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this.deleteFramebuffer(framebuffer);
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}
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public inline function deleteProgram(program:GLProgram):Void
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{
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this.deleteProgram(program);
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}
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public inline function deleteProgram(program:GLProgram):Void
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{
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this.deleteProgram(program);
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}
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public inline function deleteQuery(query:GLQuery):Void
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{
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this.deleteQuery(query);
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}
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public inline function deleteQuery(query:GLQuery):Void
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{
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this.deleteQuery(query);
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}
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public inline function deleteRenderbuffer(renderbuffer:GLRenderbuffer):Void
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{
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this.deleteRenderbuffer(renderbuffer);
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}
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public inline function deleteRenderbuffer(renderbuffer:GLRenderbuffer):Void
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{
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this.deleteRenderbuffer(renderbuffer);
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}
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public inline function deleteSampler(sampler:GLSampler):Void
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{
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this.deleteSampler(sampler);
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}
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public inline function deleteSampler(sampler:GLSampler):Void
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{
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this.deleteSampler(sampler);
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}
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public inline function deleteShader(shader:GLShader):Void
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{
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this.deleteShader(shader);
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}
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public inline function deleteShader(shader:GLShader):Void
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{
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this.deleteShader(shader);
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}
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public inline function deleteSync(sync:GLSync):Void
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{
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this.deleteSync(sync);
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}
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public inline function deleteSync(sync:GLSync):Void
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{
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this.deleteSync(sync);
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}
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public inline function deleteTexture(texture:GLTexture):Void
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{
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this.deleteTexture(texture);
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}
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public inline function deleteTexture(texture:GLTexture):Void
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{
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this.deleteTexture(texture);
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}
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public inline function deleteTransformFeedback(transformFeedback:GLTransformFeedback):Void
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{
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this.deleteTransformFeedback(transformFeedback);
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}
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public inline function deleteTransformFeedback(transformFeedback:GLTransformFeedback):Void
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{
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this.deleteTransformFeedback(transformFeedback);
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}
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public inline function deleteVertexArray(vertexArray:GLVertexArrayObject):Void
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{
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this.deleteVertexArray(vertexArray);
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}
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public inline function deleteVertexArray(vertexArray:GLVertexArrayObject):Void
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{
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this.deleteVertexArray(vertexArray);
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}
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public inline function depthFunc(func:Int):Void
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{
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this.depthFunc(func);
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}
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public inline function depthFunc(func:Int):Void
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{
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this.depthFunc(func);
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}
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public inline function depthMask(flag:Bool):Void
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{
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this.depthMask(flag);
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}
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public inline function depthMask(flag:Bool):Void
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{
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this.depthMask(flag);
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}
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public inline function depthRange(zNear:Float, zFar:Float):Void
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{
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this.depthRangef(zNear, zFar);
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}
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public inline function depthRange(zNear:Float, zFar:Float):Void
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{
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this.depthRangef(zNear, zFar);
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}
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public inline function detachShader(program:GLProgram, shader:GLShader):Void
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{
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this.detachShader(program, shader);
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}
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public inline function detachShader(program:GLProgram, shader:GLShader):Void
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{
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this.detachShader(program, shader);
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}
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public inline function disable(cap:Int):Void
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{
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this.disable(cap);
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}
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public inline function disable(cap:Int):Void
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{
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this.disable(cap);
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}
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public inline function disableVertexAttribArray(index:Int):Void
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{
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this.disableVertexAttribArray(index);
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}
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public inline function disableVertexAttribArray(index:Int):Void
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{
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this.disableVertexAttribArray(index);
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}
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public inline function drawArrays(mode:Int, first:Int, count:Int):Void
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{
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this.drawArrays(mode, first, count);
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}
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public inline function drawArrays(mode:Int, first:Int, count:Int):Void
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{
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this.drawArrays(mode, first, count);
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}
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public inline function drawArraysInstanced(mode:Int, first:Int, count:Int, instanceCount:Int):Void
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{
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this.drawArraysInstanced(mode, first, count, instanceCount);
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}
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public inline function drawArraysInstanced(mode:Int, first:Int, count:Int, instanceCount:Int):Void
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{
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this.drawArraysInstanced(mode, first, count, instanceCount);
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}
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public inline function drawBuffers(buffers:Array<Int>):Void
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{
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this.drawBuffers(buffers);
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}
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public inline function drawBuffers(buffers:Array<Int>):Void
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{
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this.drawBuffers(buffers);
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}
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public inline function drawElements(mode:Int, count:Int, type:Int, offset:DataPointer):Void
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{
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this.drawElements(mode, count, type, offset);
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}
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public inline function drawElements(mode:Int, count:Int, type:Int, offset:DataPointer):Void
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{
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this.drawElements(mode, count, type, offset);
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}
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public inline function drawElementsInstanced(mode:Int, count:Int, type:Int, offset:DataPointer, instanceCount:Int):Void
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{
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this.drawElementsInstanced(mode, count, type, offset, instanceCount);
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}
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public inline function drawElementsInstanced(mode:Int, count:Int, type:Int, offset:DataPointer, instanceCount:Int):Void
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{
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this.drawElementsInstanced(mode, count, type, offset, instanceCount);
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}
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public inline function drawRangeElements(mode:Int, start:Int, end:Int, count:Int, type:Int, offset:DataPointer):Void
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{
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this.drawRangeElements(mode, start, end, count, type, offset);
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}
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public inline function drawRangeElements(mode:Int, start:Int, end:Int, count:Int, type:Int, offset:DataPointer):Void
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{
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this.drawRangeElements(mode, start, end, count, type, offset);
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}
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public inline function enable(cap:Int):Void
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{
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this.enable(cap);
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}
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public inline function enable(cap:Int):Void
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{
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this.enable(cap);
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}
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public inline function enableVertexAttribArray(index:Int):Void
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{
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this.enableVertexAttribArray(index);
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}
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public inline function enableVertexAttribArray(index:Int):Void
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{
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this.enableVertexAttribArray(index);
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}
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public inline function endQuery(target:Int):Void
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{
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this.endQuery(target);
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}
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public inline function endQuery(target:Int):Void
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{
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this.endQuery(target);
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}
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public inline function endTransformFeedback():Void
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{
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this.endTransformFeedback();
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}
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public inline function endTransformFeedback():Void
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||||
{
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this.endTransformFeedback();
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}
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public inline function fenceSync(condition:Int, flags:Int):GLSync
|
||||
{
|
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return this.fenceSync(condition, flags);
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}
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public inline function fenceSync(condition:Int, flags:Int):GLSync
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{
|
||||
return this.fenceSync(condition, flags);
|
||||
}
|
||||
|
||||
public inline function finish():Void
|
||||
{
|
||||
this.finish();
|
||||
}
|
||||
public inline function finish():Void
|
||||
{
|
||||
this.finish();
|
||||
}
|
||||
|
||||
public inline function flush():Void
|
||||
{
|
||||
this.flush();
|
||||
}
|
||||
public inline function flush():Void
|
||||
{
|
||||
this.flush();
|
||||
}
|
||||
|
||||
public inline function framebufferRenderbuffer(target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void
|
||||
{
|
||||
this.framebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
|
||||
}
|
||||
public inline function framebufferRenderbuffer(target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void
|
||||
{
|
||||
this.framebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
|
||||
}
|
||||
|
||||
public inline function framebufferTexture2D(target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void
|
||||
{
|
||||
this.framebufferTexture2D(target, attachment, textarget, texture, level);
|
||||
}
|
||||
public inline function framebufferTexture2D(target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void
|
||||
{
|
||||
this.framebufferTexture2D(target, attachment, textarget, texture, level);
|
||||
}
|
||||
|
||||
public inline function framebufferTextureLayer(target:Int, attachment:Int, texture:GLTexture, level:Int, layer:Int):Void
|
||||
{
|
||||
this.framebufferTextureLayer(target, attachment, texture, level, layer);
|
||||
}
|
||||
public inline function framebufferTextureLayer(target:Int, attachment:Int, texture:GLTexture, level:Int, layer:Int):Void
|
||||
{
|
||||
this.framebufferTextureLayer(target, attachment, texture, level, layer);
|
||||
}
|
||||
|
||||
public inline function frontFace(mode:Int):Void
|
||||
{
|
||||
this.frontFace(mode);
|
||||
}
|
||||
public inline function frontFace(mode:Int):Void
|
||||
{
|
||||
this.frontFace(mode);
|
||||
}
|
||||
|
||||
public inline function generateMipmap(target:Int):Void
|
||||
{
|
||||
this.generateMipmap(target);
|
||||
}
|
||||
public inline function generateMipmap(target:Int):Void
|
||||
{
|
||||
this.generateMipmap(target);
|
||||
}
|
||||
|
||||
public inline function getActiveAttrib(program:GLProgram, index:Int):GLActiveInfo
|
||||
{
|
||||
return this.getActiveAttrib(program, index);
|
||||
}
|
||||
public inline function getActiveAttrib(program:GLProgram, index:Int):GLActiveInfo
|
||||
{
|
||||
return this.getActiveAttrib(program, index);
|
||||
}
|
||||
|
||||
public inline function getActiveUniform(program:GLProgram, index:Int):GLActiveInfo
|
||||
{
|
||||
return this.getActiveUniform(program, index);
|
||||
}
|
||||
public inline function getActiveUniform(program:GLProgram, index:Int):GLActiveInfo
|
||||
{
|
||||
return this.getActiveUniform(program, index);
|
||||
}
|
||||
|
||||
public inline function getActiveUniformBlockName(program:GLProgram, uniformBlockIndex:Int):String
|
||||
{
|
||||
return this.getActiveUniformBlockName(program, uniformBlockIndex);
|
||||
}
|
||||
public inline function getActiveUniformBlockName(program:GLProgram, uniformBlockIndex:Int):String
|
||||
{
|
||||
return this.getActiveUniformBlockName(program, uniformBlockIndex);
|
||||
}
|
||||
|
||||
public inline function getActiveUniformBlockParameter(program:GLProgram, uniformBlockIndex:Int, pname:Int):Dynamic
|
||||
{
|
||||
return this.getActiveUniformBlockParameter(program, uniformBlockIndex, pname);
|
||||
}
|
||||
public inline function getActiveUniformBlockParameter(program:GLProgram, uniformBlockIndex:Int, pname:Int):Dynamic
|
||||
{
|
||||
return this.getActiveUniformBlockParameter(program, uniformBlockIndex, pname);
|
||||
}
|
||||
|
||||
public inline function getActiveUniforms(program:GLProgram, uniformIndices:Array<Int>, pname:Int):Dynamic
|
||||
{
|
||||
return this.getActiveUniforms(program, uniformIndices, pname);
|
||||
}
|
||||
public inline function getActiveUniforms(program:GLProgram, uniformIndices:Array<Int>, pname:Int):Dynamic
|
||||
{
|
||||
return this.getActiveUniforms(program, uniformIndices, pname);
|
||||
}
|
||||
|
||||
public inline function getAttachedShaders(program:GLProgram):Array<GLShader>
|
||||
{
|
||||
return this.getAttachedShaders(program);
|
||||
}
|
||||
public inline function getAttachedShaders(program:GLProgram):Array<GLShader>
|
||||
{
|
||||
return this.getAttachedShaders(program);
|
||||
}
|
||||
|
||||
public inline function getAttribLocation(program:GLProgram, name:String):Int
|
||||
{
|
||||
return this.getAttribLocation(program, name);
|
||||
}
|
||||
public inline function getAttribLocation(program:GLProgram, name:String):Int
|
||||
{
|
||||
return this.getAttribLocation(program, name);
|
||||
}
|
||||
|
||||
public inline function getBufferParameter(target:Int, pname:Int):Dynamic
|
||||
{
|
||||
return this.getBufferParameter(target, pname);
|
||||
}
|
||||
public inline function getBufferParameter(target:Int, pname:Int):Dynamic
|
||||
{
|
||||
return this.getBufferParameter(target, pname);
|
||||
}
|
||||
|
||||
#if !lime_webgl
|
||||
public inline function getBufferSubData(target:Int, srcByteOffset:DataPointer, dstData:ArrayBuffer, srcOffset:Int = 0, ?length:Int):Void
|
||||
|
||||
Reference in New Issue
Block a user