Allow overload for HTML5 GLRenderContext
This commit is contained in:
@@ -1,4 +1,4 @@
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package lime.graphics;
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package lime.graphics; #if !js
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import lime.graphics.opengl.*;
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@@ -1329,3 +1329,491 @@ class GLRenderContext {
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}
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#else
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import lime.graphics.opengl.GLActiveInfo;
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import lime.graphics.opengl.GLBuffer;
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import lime.graphics.opengl.GLContextAttributes;
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import lime.graphics.opengl.GLFramebuffer;
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import lime.graphics.opengl.GLProgram;
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import lime.graphics.opengl.GLRenderbuffer;
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import lime.graphics.opengl.GLShader;
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import lime.graphics.opengl.GLShaderPrecisionFormat;
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import lime.graphics.opengl.GLTexture;
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import lime.graphics.opengl.GLUniformLocation;
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@:native("WebGLRenderingContext")
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extern class GLRenderContext extends js.html.CanvasRenderingContext {
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var ACTIVE_ATTRIBUTES:Int;
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var ACTIVE_TEXTURE:Int;
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var ACTIVE_UNIFORMS:Int;
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var ALIASED_LINE_WIDTH_RANGE:Int;
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var ALIASED_POINT_SIZE_RANGE:Int;
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var ALPHA:Int;
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var ALPHA_BITS:Int;
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var ALWAYS:Int;
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var ARRAY_BUFFER:Int;
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var ARRAY_BUFFER_BINDING:Int;
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var ATTACHED_SHADERS:Int;
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var BACK:Int;
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var BLEND:Int;
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var BLEND_COLOR:Int;
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var BLEND_DST_ALPHA:Int;
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var BLEND_DST_RGB:Int;
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var BLEND_EQUATION:Int;
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var BLEND_EQUATION_ALPHA:Int;
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var BLEND_EQUATION_RGB:Int;
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var BLEND_SRC_ALPHA:Int;
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var BLEND_SRC_RGB:Int;
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var BLUE_BITS:Int;
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var BOOL:Int;
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var BOOL_VEC2:Int;
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var BOOL_VEC3:Int;
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var BOOL_VEC4:Int;
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var BROWSER_DEFAULT_WEBGL:Int;
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var BUFFER_SIZE:Int;
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var BUFFER_USAGE:Int;
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var BYTE:Int;
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var CCW:Int;
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var CLAMP_TO_EDGE:Int;
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var COLOR_ATTACHMENT0:Int;
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var COLOR_BUFFER_BIT:Int;
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var COLOR_CLEAR_VALUE:Int;
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var COLOR_WRITEMASK:Int;
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var COMPILE_STATUS:Int;
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var COMPRESSED_TEXTURE_FORMATS:Int;
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var CONSTANT_ALPHA:Int;
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var CONSTANT_COLOR:Int;
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var CONTEXT_LOST_WEBGL:Int;
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var CULL_FACE:Int;
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var CULL_FACE_MODE:Int;
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var CURRENT_PROGRAM:Int;
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var CURRENT_VERTEX_ATTRIB:Int;
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var CW:Int;
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var DECR:Int;
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var DECR_WRAP:Int;
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var DELETE_STATUS:Int;
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var DEPTH_ATTACHMENT:Int;
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var DEPTH_BITS:Int;
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var DEPTH_BUFFER_BIT:Int;
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var DEPTH_CLEAR_VALUE:Int;
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var DEPTH_COMPONENT:Int;
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var DEPTH_COMPONENT16:Int;
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var DEPTH_FUNC:Int;
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var DEPTH_RANGE:Int;
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var DEPTH_STENCIL:Int;
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var DEPTH_STENCIL_ATTACHMENT:Int;
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var DEPTH_TEST:Int;
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var DEPTH_WRITEMASK:Int;
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var DITHER:Int;
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var DONT_CARE:Int;
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var DST_ALPHA:Int;
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var DST_COLOR:Int;
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var DYNAMIC_DRAW:Int;
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var ELEMENT_ARRAY_BUFFER:Int;
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var ELEMENT_ARRAY_BUFFER_BINDING:Int;
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var EQUAL:Int;
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var FASTEST:Int;
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var FLOAT:Int;
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var FLOAT_MAT2:Int;
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var FLOAT_MAT3:Int;
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var FLOAT_MAT4:Int;
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var FLOAT_VEC2:Int;
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var FLOAT_VEC3:Int;
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var FLOAT_VEC4:Int;
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var FRAGMENT_SHADER:Int;
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var FRAMEBUFFER:Int;
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var FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:Int;
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var FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:Int;
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var FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE:Int;
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var FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL:Int;
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var FRAMEBUFFER_BINDING:Int;
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var FRAMEBUFFER_COMPLETE:Int;
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var FRAMEBUFFER_INCOMPLETE_ATTACHMENT:Int;
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var FRAMEBUFFER_INCOMPLETE_DIMENSIONS:Int;
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var FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:Int;
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var FRAMEBUFFER_UNSUPPORTED:Int;
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var FRONT:Int;
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var FRONT_AND_BACK:Int;
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var FRONT_FACE:Int;
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var FUNC_ADD:Int;
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var FUNC_REVERSE_SUBTRACT:Int;
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var FUNC_SUBTRACT:Int;
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var GENERATE_MIPMAP_HINT:Int;
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var GEQUAL:Int;
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var GREATER:Int;
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var GREEN_BITS:Int;
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var HIGH_FLOAT:Int;
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var HIGH_INT:Int;
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var INCR:Int;
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var INCR_WRAP:Int;
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var INT:Int;
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var INT_VEC2:Int;
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var INT_VEC3:Int;
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var INT_VEC4:Int;
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var INVALID_ENUM:Int;
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var INVALID_FRAMEBUFFER_OPERATION:Int;
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var INVALID_OPERATION:Int;
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var INVALID_VALUE:Int;
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var INVERT:Int;
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var KEEP:Int;
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var LEQUAL:Int;
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var LESS:Int;
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var LINEAR:Int;
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var LINEAR_MIPMAP_LINEAR:Int;
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var LINEAR_MIPMAP_NEAREST:Int;
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var LINES:Int;
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var LINE_LOOP:Int;
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var LINE_STRIP:Int;
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var LINE_WIDTH:Int;
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var LINK_STATUS:Int;
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var LOW_FLOAT:Int;
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var LOW_INT:Int;
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var LUMINANCE:Int;
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var LUMINANCE_ALPHA:Int;
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var MAX_COMBINED_TEXTURE_IMAGE_UNITS:Int;
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var MAX_CUBE_MAP_TEXTURE_SIZE:Int;
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var MAX_FRAGMENT_UNIFORM_VECTORS:Int;
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var MAX_RENDERBUFFER_SIZE:Int;
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var MAX_TEXTURE_IMAGE_UNITS:Int;
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var MAX_TEXTURE_SIZE:Int;
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var MAX_VARYING_VECTORS:Int;
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var MAX_VERTEX_ATTRIBS:Int;
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var MAX_VERTEX_TEXTURE_IMAGE_UNITS:Int;
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var MAX_VERTEX_UNIFORM_VECTORS:Int;
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var MAX_VIEWPORT_DIMS:Int;
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var MEDIUM_FLOAT:Int;
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var MEDIUM_INT:Int;
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var MIRRORED_REPEAT:Int;
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var NEAREST:Int;
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var NEAREST_MIPMAP_LINEAR:Int;
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var NEAREST_MIPMAP_NEAREST:Int;
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var NEVER:Int;
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var NICEST:Int;
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var NONE:Int;
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var NOTEQUAL:Int;
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var NO_ERROR:Int;
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var ONE:Int;
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var ONE_MINUS_CONSTANT_ALPHA:Int;
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var ONE_MINUS_CONSTANT_COLOR:Int;
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var ONE_MINUS_DST_ALPHA:Int;
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var ONE_MINUS_DST_COLOR:Int;
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var ONE_MINUS_SRC_ALPHA:Int;
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var ONE_MINUS_SRC_COLOR:Int;
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var OUT_OF_MEMORY:Int;
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var PACK_ALIGNMENT:Int;
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var POINTS:Int;
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var POLYGON_OFFSET_FACTOR:Int;
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var POLYGON_OFFSET_FILL:Int;
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var POLYGON_OFFSET_UNITS:Int;
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var RED_BITS:Int;
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var RENDERBUFFER:Int;
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var RENDERBUFFER_ALPHA_SIZE:Int;
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var RENDERBUFFER_BINDING:Int;
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var RENDERBUFFER_BLUE_SIZE:Int;
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var RENDERBUFFER_DEPTH_SIZE:Int;
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var RENDERBUFFER_GREEN_SIZE:Int;
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var RENDERBUFFER_HEIGHT:Int;
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var RENDERBUFFER_INTERNAL_FORMAT:Int;
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var RENDERBUFFER_RED_SIZE:Int;
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var RENDERBUFFER_STENCIL_SIZE:Int;
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var RENDERBUFFER_WIDTH:Int;
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var RENDERER:Int;
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var REPEAT:Int;
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var REPLACE:Int;
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var RGB:Int;
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var RGB565:Int;
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var RGB5_A1:Int;
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var RGBA:Int;
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var RGBA4:Int;
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var SAMPLER_2D:Int;
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var SAMPLER_CUBE:Int;
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var SAMPLES:Int;
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var SAMPLE_ALPHA_TO_COVERAGE:Int;
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var SAMPLE_BUFFERS:Int;
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var SAMPLE_COVERAGE:Int;
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var SAMPLE_COVERAGE_INVERT:Int;
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var SAMPLE_COVERAGE_VALUE:Int;
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var SCISSOR_BOX:Int;
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var SCISSOR_TEST:Int;
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var SHADER_TYPE:Int;
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var SHADING_LANGUAGE_VERSION:Int;
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var SHORT:Int;
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var SRC_ALPHA:Int;
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var SRC_ALPHA_SATURATE:Int;
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var SRC_COLOR:Int;
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var STATIC_DRAW:Int;
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var STENCIL_ATTACHMENT:Int;
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var STENCIL_BACK_FAIL:Int;
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var STENCIL_BACK_FUNC:Int;
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var STENCIL_BACK_PASS_DEPTH_FAIL:Int;
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var STENCIL_BACK_PASS_DEPTH_PASS:Int;
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var STENCIL_BACK_REF:Int;
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var STENCIL_BACK_VALUE_MASK:Int;
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var STENCIL_BACK_WRITEMASK:Int;
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var STENCIL_BITS:Int;
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var STENCIL_BUFFER_BIT:Int;
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var STENCIL_CLEAR_VALUE:Int;
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var STENCIL_FAIL:Int;
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var STENCIL_FUNC:Int;
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var STENCIL_INDEX:Int;
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var STENCIL_INDEX8:Int;
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var STENCIL_PASS_DEPTH_FAIL:Int;
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var STENCIL_PASS_DEPTH_PASS:Int;
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var STENCIL_REF:Int;
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var STENCIL_TEST:Int;
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var STENCIL_VALUE_MASK:Int;
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var STENCIL_WRITEMASK:Int;
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var STREAM_DRAW:Int;
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var SUBPIXEL_BITS:Int;
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var TEXTURE:Int;
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var TEXTURE0:Int;
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var TEXTURE1:Int;
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var TEXTURE10:Int;
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var TEXTURE11:Int;
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var TEXTURE12:Int;
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var TEXTURE13:Int;
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var TEXTURE14:Int;
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var TEXTURE15:Int;
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var TEXTURE16:Int;
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var TEXTURE17:Int;
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var TEXTURE18:Int;
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var TEXTURE19:Int;
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var TEXTURE2:Int;
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var TEXTURE20:Int;
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var TEXTURE21:Int;
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var TEXTURE22:Int;
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var TEXTURE23:Int;
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var TEXTURE24:Int;
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var TEXTURE25:Int;
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var TEXTURE26:Int;
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var TEXTURE27:Int;
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var TEXTURE28:Int;
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var TEXTURE29:Int;
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var TEXTURE3:Int;
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var TEXTURE30:Int;
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var TEXTURE31:Int;
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var TEXTURE4:Int;
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var TEXTURE5:Int;
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var TEXTURE6:Int;
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var TEXTURE7:Int;
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var TEXTURE8:Int;
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var TEXTURE9:Int;
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var TEXTURE_2D:Int;
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var TEXTURE_BINDING_2D:Int;
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var TEXTURE_BINDING_CUBE_MAP:Int;
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var TEXTURE_CUBE_MAP:Int;
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var TEXTURE_CUBE_MAP_NEGATIVE_X:Int;
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var TEXTURE_CUBE_MAP_NEGATIVE_Y:Int;
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var TEXTURE_CUBE_MAP_NEGATIVE_Z:Int;
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var TEXTURE_CUBE_MAP_POSITIVE_X:Int;
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var TEXTURE_CUBE_MAP_POSITIVE_Y:Int;
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var TEXTURE_CUBE_MAP_POSITIVE_Z:Int;
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var TEXTURE_MAG_FILTER:Int;
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var TEXTURE_MIN_FILTER:Int;
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var TEXTURE_WRAP_S:Int;
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var TEXTURE_WRAP_T:Int;
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var TRIANGLES:Int;
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var TRIANGLE_FAN:Int;
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var TRIANGLE_STRIP:Int;
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var UNPACK_ALIGNMENT:Int;
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var UNPACK_COLORSPACE_CONVERSION_WEBGL:Int;
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var UNPACK_FLIP_Y_WEBGL:Int;
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var UNPACK_PREMULTIPLY_ALPHA_WEBGL:Int;
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var UNSIGNED_BYTE:Int;
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var UNSIGNED_INT:Int;
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var UNSIGNED_SHORT:Int;
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var UNSIGNED_SHORT_4_4_4_4:Int;
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var UNSIGNED_SHORT_5_5_5_1:Int;
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var UNSIGNED_SHORT_5_6_5:Int;
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var VALIDATE_STATUS:Int;
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var VENDOR:Int;
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var VERSION:Int;
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var VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:Int;
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var VERTEX_ATTRIB_ARRAY_ENABLED:Int;
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var VERTEX_ATTRIB_ARRAY_NORMALIZED:Int;
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var VERTEX_ATTRIB_ARRAY_POINTER:Int;
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var VERTEX_ATTRIB_ARRAY_SIZE:Int;
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var VERTEX_ATTRIB_ARRAY_STRIDE:Int;
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var VERTEX_ATTRIB_ARRAY_TYPE:Int;
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var VERTEX_SHADER:Int;
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var VIEWPORT:Int;
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var ZERO:Int;
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var drawingBufferHeight (default,null):Int;
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var drawingBufferWidth (default,null):Int;
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function activeTexture (texture:Int):Void;
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function attachShader (program:GLProgram, shader:GLShader):Void;
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function bindAttribLocation (program:GLProgram, index:Int, name:String):Void;
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function bindBuffer (target:Int, buffer:GLBuffer):Void;
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function bindFramebuffer (target:Int, framebuffer:GLFramebuffer):Void;
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function bindRenderbuffer (target:Int, renderbuffer:GLRenderbuffer):Void;
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function bindTexture (target:Int, texture:GLTexture):Void;
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function blendColor (red:Float, green:Float, blue:Float, alpha:Float):Void;
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function blendEquation (mode:Int):Void;
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function blendEquationSeparate (modeRGB:Int, modeAlpha:Int):Void;
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function blendFunc (sfactor:Int, dfactor:Int):Void;
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function blendFuncSeparate (srcRGB:Int, dstRGB:Int, srcAlpha:Int, dstAlpha:Int):Void;
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/** Throws DOMException. */
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@:overload(function(target:Int, data:lime.utils.ArrayBuffer, usage:Int):Void {})
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@:overload(function(target:Int, data:lime.utils.ArrayBufferView, usage:Int):Void {})
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function bufferData (target:Int, size:Int, usage:Int):Void;
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/** Throws DOMException. */
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@:overload(function(target:Int, offset:Int, data:lime.utils.ArrayBuffer):Void {})
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function bufferSubData (target:Int, offset:Int, data:lime.utils.ArrayBufferView):Void;
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function checkFramebufferStatus (target:Int):Int;
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function clear (mask:Int):Void;
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function clearColor (red:Float, green:Float, blue:Float, alpha:Float):Void;
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function clearDepth (depth:Float):Void;
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function clearStencil (s:Int):Void;
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function colorMask (red:Bool, green:Bool, blue:Bool, alpha:Bool):Void;
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function compileShader (shader:GLShader):Void;
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function compressedTexImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, data:lime.utils.ArrayBufferView):Void;
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function compressedTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, data:lime.utils.ArrayBufferView):Void;
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function copyTexImage2D (target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void;
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function copyTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void;
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function createBuffer ():GLBuffer;
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function createFramebuffer ():GLFramebuffer;
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function createProgram ():GLProgram;
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function createRenderbuffer ():GLRenderbuffer;
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function createShader (type:Int):GLShader;
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function createTexture ():GLTexture;
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function cullFace (mode:Int):Void;
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function deleteBuffer (buffer:GLBuffer):Void;
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function deleteFramebuffer (framebuffer:GLFramebuffer):Void;
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function deleteProgram (program:GLProgram):Void;
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function deleteRenderbuffer (renderbuffer:GLRenderbuffer):Void;
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function deleteShader (shader:GLShader):Void;
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function deleteTexture (texture:GLTexture):Void;
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function depthFunc (func:Int):Void;
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function depthMask (flag:Bool):Void;
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function depthRange (zNear:Float, zFar:Float):Void;
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function detachShader (program:GLProgram, shader:GLShader):Void;
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function disable (cap:Int):Void;
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function disableVertexAttribArray (index:Int):Void;
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function drawArrays (mode:Int, first:Int, count:Int):Void;
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function drawElements (mode:Int, count:Int, type:Int, offset:Int):Void;
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function enable (cap:Int):Void;
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function enableVertexAttribArray (index:Int):Void;
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function finish ():Void;
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function flush ():Void;
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function framebufferRenderbuffer (target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void;
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function framebufferTexture2D (target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void;
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function frontFace (mode:Int):Void;
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function generateMipmap (target:Int):Void;
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function getActiveAttrib (program:GLProgram, index:Int):GLActiveInfo;
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function getActiveUniform (program:GLProgram, index:Int):GLActiveInfo;
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/** Throws DOMException. */
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@:overload(function(program:GLProgram):Void {})
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function getAttachedShaders (program:GLProgram):Array<GLShader>;
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function getAttribLocation (program:GLProgram, name:String):Int;
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@:overload(function():Void {})
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function getBufferParameter (target:Int, pname:Int):Dynamic;
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function getContextAttributes ():GLContextAttributes;
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function getError ():Int;
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function getExtension (name:String):Dynamic;
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@:overload(function():Void {})
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||||
function getFramebufferAttachmentParameter (target:Int, attachment:Int, pname:Int):Dynamic;
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@:overload(function():Void {})
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||||
function getParameter (pname:Int):Dynamic;
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function getProgramInfoLog (program:GLProgram):String;
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||||
@:overload(function():Void {})
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function getProgramParameter (program:GLProgram, pname:Int):Dynamic;
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||||
@:overload(function():Void {})
|
||||
function getRenderbufferParameter (target:Int, pname:Int):Dynamic;
|
||||
function getShaderInfoLog (shader:GLShader):String;
|
||||
/** Throws DOMException. */
|
||||
@:overload(function():Void {})
|
||||
function getShaderParameter (shader:GLShader, pname:Int):Dynamic;
|
||||
function getShaderPrecisionFormat (shadertype:Int, precisiontype:Int):GLShaderPrecisionFormat;
|
||||
function getShaderSource (shader:GLShader):String;
|
||||
function getSupportedExtensions ():Array<String>;
|
||||
@:overload(function():Void {})
|
||||
function getTexParameter (target:Int, pname:Int):Dynamic;
|
||||
@:overload(function():Void {})
|
||||
function getUniform (program:GLProgram, location:GLUniformLocation):Dynamic;
|
||||
function getUniformLocation (program:GLProgram, name:String):GLUniformLocation;
|
||||
@:overload(function():Void {})
|
||||
function getVertexAttrib (index:Int, pname:Int):Dynamic;
|
||||
function getVertexAttribOffset (index:Int, pname:Int):Int;
|
||||
function hint (target:Int, mode:Int):Void;
|
||||
function isBuffer (buffer:GLBuffer):Bool;
|
||||
function isContextLost ():Bool;
|
||||
function isEnabled (cap:Int):Bool;
|
||||
function isFramebuffer (framebuffer:GLFramebuffer):Bool;
|
||||
function isProgram (program:GLProgram):Bool;
|
||||
function isRenderbuffer (renderbuffer:GLRenderbuffer):Bool;
|
||||
function isShader (shader:GLShader):Bool;
|
||||
function isTexture (texture:GLTexture):Bool;
|
||||
function lineWidth (width:Float):Void;
|
||||
function linkProgram (program:GLProgram):Void;
|
||||
function pixelStorei (pname:Int, param:Int):Void;
|
||||
function polygonOffset (factor:Float, units:Float):Void;
|
||||
function readPixels (x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:lime.utils.ArrayBufferView):Void;
|
||||
function releaseShaderCompiler ():Void;
|
||||
function renderbufferStorage (target:Int, internalformat:Int, width:Int, height:Int):Void;
|
||||
function sampleCoverage (value:Float, invert:Bool):Void;
|
||||
function scissor (x:Int, y:Int, width:Int, height:Int):Void;
|
||||
function shaderSource (shader:GLShader, string:String):Void;
|
||||
function stencilFunc (func:Int, ref:Int, mask:Int):Void;
|
||||
function stencilFuncSeparate (face:Int, func:Int, ref:Int, mask:Int):Void;
|
||||
function stencilMask (mask:Int):Void;
|
||||
function stencilMaskSeparate (face:Int, mask:Int):Void;
|
||||
function stencilOp (fail:Int, zfail:Int, zpass:Int):Void;
|
||||
function stencilOpSeparate (face:Int, fail:Int, zfail:Int, zpass:Int):Void;
|
||||
/** Throws DOMException. */
|
||||
@:overload(function(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, type:Int, pixels:lime.utils.ArrayBufferView):Void {})
|
||||
@:overload(function(target:Int, level:Int, internalformat:Int, format:Int, type:Int, pixels:js.html.ImageData):Void {})
|
||||
@:overload(function(target:Int, level:Int, internalformat:Int, format:Int, type:Int, image:js.html.ImageElement):Void {})
|
||||
@:overload(function(target:Int, level:Int, internalformat:Int, format:Int, type:Int, canvas:js.html.CanvasElement):Void {})
|
||||
function texImage2D (target:Int, level:Int, internalformat:Int, format:Int, type:Int, video:js.html.VideoElement):Void;
|
||||
function texParameterf (target:Int, pname:Int, param:Float):Void;
|
||||
function texParameteri (target:Int, pname:Int, param:Int):Void;
|
||||
/** Throws DOMException. */
|
||||
@:overload(function(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, type:Int, pixels:lime.utils.ArrayBufferView):Void {})
|
||||
@:overload(function(target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, pixels:js.html.ImageData):Void {})
|
||||
@:overload(function(target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, image:js.html.ImageElement):Void {})
|
||||
@:overload(function(target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, canvas:js.html.CanvasElement):Void {})
|
||||
function texSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, video:js.html.VideoElement):Void;
|
||||
function uniform1f (location:GLUniformLocation, x:Float):Void;
|
||||
function uniform1fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void;
|
||||
function uniform1i (location:GLUniformLocation, x:Int):Void;
|
||||
function uniform1iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
|
||||
function uniform2f (location:GLUniformLocation, x:Float, y:Float):Void;
|
||||
function uniform2fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void;
|
||||
function uniform2i (location:GLUniformLocation, x:Int, y:Int):Void;
|
||||
function uniform2iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
|
||||
function uniform3f (location:GLUniformLocation, x:Float, y:Float, z:Float):Void;
|
||||
function uniform3fv(location:GLUniformLocation, v:lime.utils.Float32Array):Void;
|
||||
function uniform3i (location:GLUniformLocation, x:Int, y:Int, z:Int):Void;
|
||||
function uniform3iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
|
||||
function uniform4f (location:GLUniformLocation, x:Float, y:Float, z:Float, w:Float):Void;
|
||||
function uniform4fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void;
|
||||
function uniform4i (location:GLUniformLocation, x:Int, y:Int, z:Int, w:Int):Void;
|
||||
function uniform4iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
|
||||
function uniformMatrix2fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void;
|
||||
function uniformMatrix3fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void;
|
||||
function uniformMatrix4fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void;
|
||||
function useProgram (program:GLProgram):Void;
|
||||
function validateProgram (program:GLProgram):Void;
|
||||
function vertexAttrib1f (indx:Int, x:Float):Void;
|
||||
function vertexAttrib1fv (indx:Int, values:lime.utils.Float32Array):Void;
|
||||
function vertexAttrib2f (indx:Int, x:Float, y:Float):Void;
|
||||
function vertexAttrib2fv (indx:Int, values:lime.utils.Float32Array):Void;
|
||||
function vertexAttrib3f (indx:Int, x:Float, y:Float, z:Float):Void;
|
||||
function vertexAttrib3fv (indx:Int, values:lime.utils.Float32Array):Void;
|
||||
function vertexAttrib4f (indx:Int, x:Float, y:Float, z:Float, w:Float):Void;
|
||||
function vertexAttrib4fv (indx:Int, values:lime.utils.Float32Array):Void;
|
||||
function vertexAttribPointer (indx:Int, size:Int, type:Int, normalized:Bool, stride:Int, offset:Int):Void;
|
||||
function viewport (x:Int, y:Int, width:Int, height:Int):Void;
|
||||
}
|
||||
|
||||
|
||||
#end
|
||||
@@ -85,7 +85,11 @@ class Renderer {
|
||||
#end
|
||||
|
||||
GL.context = webgl;
|
||||
#if js
|
||||
context = OPENGL (cast GL.context);
|
||||
#else
|
||||
context = OPENGL (new GLRenderContext ());
|
||||
#end
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -147,7 +147,7 @@ class Main extends Application {
|
||||
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
#if html5
|
||||
lime.graphics.opengl.GL.context.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image.data);
|
||||
gl.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image.data);
|
||||
#else
|
||||
gl.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, image.data);
|
||||
#end
|
||||
|
||||
Reference in New Issue
Block a user