Compile fix
This commit is contained in:
@@ -25,11 +25,7 @@ import lime.utils.DataPointer;
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import js.html.CanvasElement;
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#end
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#if (js && html5)
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@:native("WebGLRenderingContext")
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#end
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extern class GLRenderContext {
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class GLRenderContext {
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public var ACTIVE_ATTRIBUTES:Int;
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@@ -617,152 +613,152 @@ extern class GLRenderContext {
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public var type (default, null):GLContextType;
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public var version (default, null):Float;
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private function new ();
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private function new () {}
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public function activeTexture (texture:Int):Void;
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public function attachShader (program:GLProgram, shader:GLShader):Void;
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public function bindAttribLocation (program:GLProgram, index:Int, name:String):Void;
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public function bindBuffer (target:Int, buffer:GLBuffer):Void;
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public function bindFramebuffer (target:Int, framebuffer:GLFramebuffer):Void;
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public function bindRenderbuffer (target:Int, renderbuffer:GLRenderbuffer):Void;
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public function bindTexture (target:Int, texture:GLTexture):Void;
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public function blendColor (red:Float, green:Float, blue:Float, alpha:Float):Void;
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public function blendEquation (mode:Int):Void;
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public function blendEquationSeparate (modeRGB:Int, modeAlpha:Int):Void;
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public function blendFunc (sfactor:Int, dfactor:Int):Void;
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public function blendFuncSeparate (srcRGB:Int, dstRGB:Int, srcAlpha:Int, dstAlpha:Int):Void;
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public function bufferData (target:Int, size:Int, srcData:DataPointer, usage:Int, srcOffset:Int = 0, length:Int = 0):Void;
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public function bufferSubData (target:Int, dstByteOffset:Int, size:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void;
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public function checkFramebufferStatus (target:Int):Int;
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public function clear (mask:Int):Void;
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public function clearColor (red:Float, green:Float, blue:Float, alpha:Float):Void;
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public function clearDepth (depth:Float):Void;
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public function clearStencil (s:Int):Void;
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public function colorMask (red:Bool, green:Bool, blue:Bool, alpha:Bool):Void;
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public function compileShader (shader:GLShader):Void;
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public function compressedTexImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void;
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public function compressedTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void;
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public function copyTexImage2D (target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void;
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public function copyTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void;
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public function createBuffer ():GLBuffer;
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public function createFramebuffer ():GLFramebuffer;
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public function createProgram ():GLProgram;
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public function createRenderbuffer ():GLRenderbuffer;
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public function createShader (type:Int):GLShader;
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public function createTexture ():GLTexture;
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public function cullFace (mode:Int):Void;
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public function deleteBuffer (buffer:GLBuffer):Void;
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public function deleteFramebuffer (framebuffer:GLFramebuffer):Void;
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public function deleteProgram (program:GLProgram):Void;
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public function deleteRenderbuffer (renderbuffer:GLRenderbuffer):Void;
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public function deleteShader (shader:GLShader):Void;
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public function deleteTexture (texture:GLTexture):Void;
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public function depthFunc (func:Int):Void;
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public function depthMask (flag:Bool):Void;
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public function depthRange (zNear:Float, zFar:Float):Void;
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public function detachShader (program:GLProgram, shader:GLShader):Void;
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public function disable (cap:Int):Void;
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public function disableVertexAttribArray (index:Int):Void;
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public function drawArrays (mode:Int, first:Int, count:Int):Void;
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public function drawElements (mode:Int, count:Int, type:Int, offset:Dynamic):Void;
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public function enable (cap:Int):Void;
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public function enableVertexAttribArray (index:Int):Void;
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public function finish ():Void;
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public function flush ():Void;
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public function framebufferRenderbuffer (target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void;
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public function framebufferTexture2D (target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void;
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public function frontFace (mode:Int):Void;
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public function generateMipmap (target:Int):Void;
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public function getActiveAttrib (program:GLProgram, index:Int):GLActiveInfo;
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public function getActiveUniform (program:GLProgram, index:Int):GLActiveInfo;
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public function getAttachedShaders (program:GLProgram):Array<GLShader>;
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public function getAttribLocation (program:GLProgram, name:String):Int;
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public function getBoolean (pname:Int):Bool;
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public function getBooleanv (pname:Int):Array<Bool>;
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public function getBufferParameter (target:Int, pname:Int):Dynamic;
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public function getContextAttributes ():GLContextAttributes;
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public function getError ():Int;
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public function getExtension (name:String):Dynamic;
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public function getFloat (pname:Int):Float;
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public function getFloatv (pname:Int):Array<Float>;
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public function getFramebufferAttachmentParameter (target:Int, attachment:Int, pname:Int):Dynamic;
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public function getInteger (pname:Int):Int;
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public function getIntegerv (pname:Int):Array<Int>;
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public function getParameter (pname:Int):Dynamic;
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public function getProgramInfoLog (program:GLProgram):String;
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public function getProgramParameter (program:GLProgram, pname:Int):Dynamic;
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public function getRenderbufferParameter (target:Int, pname:Int):Dynamic;
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public function getShaderInfoLog (shader:GLShader):String;
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public function getShaderParameter (shader:GLShader, pname:Int):Dynamic;
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public function getShaderPrecisionFormat (shadertype:Int, precisiontype:Int):GLShaderPrecisionFormat;
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public function getShaderSource (shader:GLShader):String;
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public function getString (pname:Int):String;
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public function getSupportedExtensions ():Array<String>;
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public function getTexParameter (target:Int, pname:Int):Dynamic;
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public function getUniform (program:GLProgram, location:GLUniformLocation):Dynamic;
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public function getUniformLocation (program:GLProgram, name:String):GLUniformLocation;
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public function getVertexAttrib (index:Int, pname:Int):Dynamic;
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public function getVertexAttribOffset (index:Int, pname:Int):Int;
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public function hint (target:Int, mode:Int):Void;
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public function isBuffer (buffer:GLBuffer):Bool;
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public function isContextLost ():Bool;
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public function isEnabled (cap:Int):Bool;
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public function isFramebuffer (framebuffer:GLFramebuffer):Bool;
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public function isProgram (program:GLProgram):Bool;
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public function isRenderbuffer (renderbuffer:GLRenderbuffer):Bool;
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public function isShader (shader:GLShader):Bool;
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public function isTexture (texture:GLTexture):Bool;
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public function lineWidth (width:Float):Void;
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public function linkProgram (program:GLProgram):Void;
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public function pixelStorei (pname:Int, param:Int):Void;
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public function polygonOffset (factor:Float, units:Float):Void;
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public function readPixels (x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:DataPointer, dstOffset:Int = 0):Void;
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public function releaseShaderCompiler ():Void;
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public function renderbufferStorage (target:Int, internalformat:Int, width:Int, height:Int):Void;
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public function sampleCoverage (value:Float, invert:Bool):Void;
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public function scissor (x:Int, y:Int, width:Int, height:Int):Void;
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public function shaderSource (shader:GLShader, string:String):Void;
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public function stencilFunc (func:Int, ref:Int, mask:Int):Void;
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public function stencilFuncSeparate (face:Int, func:Int, ref:Int, mask:Int):Void;
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public function stencilMask (mask:Int):Void;
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public function stencilMaskSeparate (face:Int, mask:Int):Void;
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public function stencilOp (fail:Int, zfail:Int, zpass:Int):Void;
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public function stencilOpSeparate (face:Int, fail:Int, zfail:Int, zpass:Int):Void;
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public function texImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, type:Int, srcData:DataPointer, srcOffset:Int = 0):Void;
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public function texParameterf (target:Int, pname:Int, param:Float):Void;
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public function texParameteri (target:Int, pname:Int, param:Int):Void;
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public function texSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, type:Int, srcData:DataPointer, srcOffset:Int = 0):Void;
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public function uniform1f (location:GLUniformLocation, x:Float):Void;
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public function uniform1fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void;
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public function uniform1i (location:GLUniformLocation, x:Int):Void;
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public function uniform1iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
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public function uniform2f (location:GLUniformLocation, x:Float, y:Float):Void;
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public function uniform2fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void;
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public function uniform2i (location:GLUniformLocation, x:Int, y:Int):Void;
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public function uniform2iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
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public function uniform3f (location:GLUniformLocation, x:Float, y:Float, z:Float):Void;
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public function uniform3fv(location:GLUniformLocation, v:lime.utils.Float32Array):Void;
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public function uniform3i (location:GLUniformLocation, x:Int, y:Int, z:Int):Void;
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public function uniform3iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
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public function uniform4f (location:GLUniformLocation, x:Float, y:Float, z:Float, w:Float):Void;
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public function uniform4fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void;
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public function uniform4i (location:GLUniformLocation, x:Int, y:Int, z:Int, w:Int):Void;
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public function uniform4iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
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public function uniformMatrix2fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void;
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public function uniformMatrix3fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void;
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public function uniformMatrix4fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void;
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public function useProgram (program:GLProgram):Void;
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public function validateProgram (program:GLProgram):Void;
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public function vertexAttrib1f (indx:Int, x:Float):Void;
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public function vertexAttrib1fv (indx:Int, values:lime.utils.Float32Array):Void;
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public function vertexAttrib2f (indx:Int, x:Float, y:Float):Void;
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public function vertexAttrib2fv (indx:Int, values:lime.utils.Float32Array):Void;
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public function vertexAttrib3f (indx:Int, x:Float, y:Float, z:Float):Void;
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public function vertexAttrib3fv (indx:Int, values:lime.utils.Float32Array):Void;
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public function vertexAttrib4f (indx:Int, x:Float, y:Float, z:Float, w:Float):Void;
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public function vertexAttrib4fv (indx:Int, values:lime.utils.Float32Array):Void;
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public function vertexAttribPointer (indx:Int, size:Int, type:Int, normalized:Bool, stride:Int, offset:Int):Void;
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public function viewport (x:Int, y:Int, width:Int, height:Int):Void;
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public function activeTexture (texture:Int):Void {}
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public function attachShader (program:GLProgram, shader:GLShader):Void {}
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public function bindAttribLocation (program:GLProgram, index:Int, name:String):Void {}
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public function bindBuffer (target:Int, buffer:GLBuffer):Void {}
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public function bindFramebuffer (target:Int, framebuffer:GLFramebuffer):Void {}
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public function bindRenderbuffer (target:Int, renderbuffer:GLRenderbuffer):Void {}
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public function bindTexture (target:Int, texture:GLTexture):Void {}
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public function blendColor (red:Float, green:Float, blue:Float, alpha:Float):Void {}
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public function blendEquation (mode:Int):Void {}
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public function blendEquationSeparate (modeRGB:Int, modeAlpha:Int):Void {}
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public function blendFunc (sfactor:Int, dfactor:Int):Void {}
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public function blendFuncSeparate (srcRGB:Int, dstRGB:Int, srcAlpha:Int, dstAlpha:Int):Void {}
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public function bufferData (target:Int, size:Int, srcData:DataPointer, usage:Int, srcOffset:Int = 0, length:Int = 0):Void {}
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public function bufferSubData (target:Int, dstByteOffset:Int, size:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void {}
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public function checkFramebufferStatus (target:Int):Int { return 0; }
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public function clear (mask:Int):Void {}
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public function clearColor (red:Float, green:Float, blue:Float, alpha:Float):Void {}
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public function clearDepth (depth:Float):Void {}
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public function clearStencil (s:Int):Void {}
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public function colorMask (red:Bool, green:Bool, blue:Bool, alpha:Bool):Void {}
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public function compileShader (shader:GLShader):Void {}
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public function compressedTexImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, imageSize:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void {}
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public function compressedTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, imageSize:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void {}
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public function copyTexImage2D (target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void {}
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public function copyTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void {}
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public function createBuffer ():GLBuffer { return null; }
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public function createFramebuffer ():GLFramebuffer { return null; }
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public function createProgram ():GLProgram { return null; }
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public function createRenderbuffer ():GLRenderbuffer { return null; }
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public function createShader (type:Int):GLShader { return null; }
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public function createTexture ():GLTexture { return null; }
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public function cullFace (mode:Int):Void {}
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public function deleteBuffer (buffer:GLBuffer):Void {}
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public function deleteFramebuffer (framebuffer:GLFramebuffer):Void {}
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public function deleteProgram (program:GLProgram):Void {}
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public function deleteRenderbuffer (renderbuffer:GLRenderbuffer):Void {}
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public function deleteShader (shader:GLShader):Void {}
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public function deleteTexture (texture:GLTexture):Void {}
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public function depthFunc (func:Int):Void {}
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public function depthMask (flag:Bool):Void {}
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public function depthRange (zNear:Float, zFar:Float):Void {}
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public function detachShader (program:GLProgram, shader:GLShader):Void {}
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public function disable (cap:Int):Void {}
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public function disableVertexAttribArray (index:Int):Void {}
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public function drawArrays (mode:Int, first:Int, count:Int):Void {}
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public function drawElements (mode:Int, count:Int, type:Int, offset:Dynamic):Void {}
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public function enable (cap:Int):Void {}
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public function enableVertexAttribArray (index:Int):Void {}
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public function finish ():Void {}
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public function flush ():Void {}
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public function framebufferRenderbuffer (target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void {}
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public function framebufferTexture2D (target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void {}
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public function frontFace (mode:Int):Void {}
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public function generateMipmap (target:Int):Void {}
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public function getActiveAttrib (program:GLProgram, index:Int):GLActiveInfo { return null; }
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public function getActiveUniform (program:GLProgram, index:Int):GLActiveInfo { return null; }
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public function getAttachedShaders (program:GLProgram):Array<GLShader> { return null; }
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public function getAttribLocation (program:GLProgram, name:String):Int { return 0; }
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public function getBoolean (pname:Int):Bool { return false; }
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public function getBooleanv (pname:Int):Array<Bool> { return null; }
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public function getBufferParameter (target:Int, pname:Int):Dynamic { return null; }
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public function getContextAttributes ():GLContextAttributes { return null; }
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public function getError ():Int { return 0; }
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public function getExtension (name:String):Dynamic { return null; }
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public function getFloat (pname:Int):Float { return 0; }
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public function getFloatv (pname:Int):Array<Float> { return null; };
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public function getFramebufferAttachmentParameter (target:Int, attachment:Int, pname:Int):Dynamic { return null; }
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public function getInteger (pname:Int):Int { return 0; }
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public function getIntegerv (pname:Int):Array<Int> { return null; }
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public function getParameter (pname:Int):Dynamic { return null; }
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public function getProgramInfoLog (program:GLProgram):String { return null; }
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public function getProgramParameter (program:GLProgram, pname:Int):Dynamic { return null; }
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public function getRenderbufferParameter (target:Int, pname:Int):Dynamic { return null; }
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public function getShaderInfoLog (shader:GLShader):String { return null; }
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public function getShaderParameter (shader:GLShader, pname:Int):Dynamic { return null; }
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public function getShaderPrecisionFormat (shadertype:Int, precisiontype:Int):GLShaderPrecisionFormat { return null; }
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public function getShaderSource (shader:GLShader):String { return null; }
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public function getString (pname:Int):String { return null; }
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public function getSupportedExtensions ():Array<String> { return null; }
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public function getTexParameter (target:Int, pname:Int):Dynamic { return null; }
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public function getUniform (program:GLProgram, location:GLUniformLocation):Dynamic { return null; }
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public function getUniformLocation (program:GLProgram, name:String):GLUniformLocation { return 0; }
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public function getVertexAttrib (index:Int, pname:Int):Dynamic { return null; }
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public function getVertexAttribOffset (index:Int, pname:Int):Int { return 0; }
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public function hint (target:Int, mode:Int):Void {}
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public function isBuffer (buffer:GLBuffer):Bool { return false; }
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public function isContextLost ():Bool { return false; }
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public function isEnabled (cap:Int):Bool { return false; }
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public function isFramebuffer (framebuffer:GLFramebuffer):Bool { return false; }
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public function isProgram (program:GLProgram):Bool { return false; }
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public function isRenderbuffer (renderbuffer:GLRenderbuffer):Bool { return false; }
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public function isShader (shader:GLShader):Bool { return false; }
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public function isTexture (texture:GLTexture):Bool { return false; }
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public function lineWidth (width:Float):Void {}
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public function linkProgram (program:GLProgram):Void {}
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public function pixelStorei (pname:Int, param:Int):Void {}
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public function polygonOffset (factor:Float, units:Float):Void {}
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public function readPixels (x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:DataPointer, dstOffset:Int = 0):Void {}
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public function releaseShaderCompiler ():Void {}
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public function renderbufferStorage (target:Int, internalformat:Int, width:Int, height:Int):Void {}
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public function sampleCoverage (value:Float, invert:Bool):Void {}
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public function scissor (x:Int, y:Int, width:Int, height:Int):Void {}
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public function shaderSource (shader:GLShader, string:String):Void {}
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public function stencilFunc (func:Int, ref:Int, mask:Int):Void {}
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public function stencilFuncSeparate (face:Int, func:Int, ref:Int, mask:Int):Void {}
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public function stencilMask (mask:Int):Void {}
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public function stencilMaskSeparate (face:Int, mask:Int):Void {}
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public function stencilOp (fail:Int, zfail:Int, zpass:Int):Void {}
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public function stencilOpSeparate (face:Int, fail:Int, zfail:Int, zpass:Int):Void {}
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public function texImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, type:Int, srcData:DataPointer, srcOffset:Int = 0):Void {}
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public function texParameterf (target:Int, pname:Int, param:Float):Void {}
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public function texParameteri (target:Int, pname:Int, param:Int):Void {}
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public function texSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, type:Int, srcData:DataPointer, srcOffset:Int = 0):Void {}
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public function uniform1f (location:GLUniformLocation, x:Float):Void {}
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public function uniform1fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void {}
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public function uniform1i (location:GLUniformLocation, x:Int):Void {}
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public function uniform1iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void {}
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public function uniform2f (location:GLUniformLocation, x:Float, y:Float):Void {}
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public function uniform2fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void {}
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public function uniform2i (location:GLUniformLocation, x:Int, y:Int):Void {}
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public function uniform2iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void {}
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public function uniform3f (location:GLUniformLocation, x:Float, y:Float, z:Float):Void {}
|
||||
public function uniform3fv(location:GLUniformLocation, v:lime.utils.Float32Array):Void {}
|
||||
public function uniform3i (location:GLUniformLocation, x:Int, y:Int, z:Int):Void {}
|
||||
public function uniform3iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void {}
|
||||
public function uniform4f (location:GLUniformLocation, x:Float, y:Float, z:Float, w:Float):Void {}
|
||||
public function uniform4fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void {}
|
||||
public function uniform4i (location:GLUniformLocation, x:Int, y:Int, z:Int, w:Int):Void {}
|
||||
public function uniform4iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void {}
|
||||
public function uniformMatrix2fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void {}
|
||||
public function uniformMatrix3fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void {}
|
||||
public function uniformMatrix4fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void {}
|
||||
public function useProgram (program:GLProgram):Void {}
|
||||
public function validateProgram (program:GLProgram):Void {}
|
||||
public function vertexAttrib1f (indx:Int, x:Float):Void {}
|
||||
public function vertexAttrib1fv (indx:Int, values:lime.utils.Float32Array):Void {}
|
||||
public function vertexAttrib2f (indx:Int, x:Float, y:Float):Void {}
|
||||
public function vertexAttrib2fv (indx:Int, values:lime.utils.Float32Array):Void {}
|
||||
public function vertexAttrib3f (indx:Int, x:Float, y:Float, z:Float):Void {}
|
||||
public function vertexAttrib3fv (indx:Int, values:lime.utils.Float32Array):Void {}
|
||||
public function vertexAttrib4f (indx:Int, x:Float, y:Float, z:Float, w:Float):Void {}
|
||||
public function vertexAttrib4fv (indx:Int, values:lime.utils.Float32Array):Void {}
|
||||
public function vertexAttribPointer (indx:Int, size:Int, type:Int, normalized:Bool, stride:Int, offset:Int):Void {}
|
||||
public function viewport (x:Int, y:Int, width:Int, height:Int):Void {}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user