| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142 | let i = 1;const GLmethod = {};GLmethod.activeTexture = i++;         //1GLmethod.attachShader = i++;GLmethod.bindAttribLocation = i++;GLmethod.bindBuffer = i++;GLmethod.bindFramebuffer = i++;GLmethod.bindRenderbuffer = i++;GLmethod.bindTexture = i++;GLmethod.blendColor = i++;GLmethod.blendEquation = i++;GLmethod.blendEquationSeparate = i++; //10GLmethod.blendFunc = i++;GLmethod.blendFuncSeparate = i++;GLmethod.bufferData = i++;GLmethod.bufferSubData = i++;GLmethod.checkFramebufferStatus = i++;GLmethod.clear = i++;GLmethod.clearColor = i++;GLmethod.clearDepth = i++;GLmethod.clearStencil = i++;GLmethod.colorMask = i++;              //20GLmethod.compileShader = i++;GLmethod.compressedTexImage2D = i++;GLmethod.compressedTexSubImage2D = i++;GLmethod.copyTexImage2D = i++;GLmethod.copyTexSubImage2D = i++;GLmethod.createBuffer = i++;GLmethod.createFramebuffer = i++;GLmethod.createProgram = i++;GLmethod.createRenderbuffer = i++;GLmethod.createShader = i++;           //30GLmethod.createTexture = i++;GLmethod.cullFace = i++;GLmethod.deleteBuffer = i++;GLmethod.deleteFramebuffer = i++;GLmethod.deleteProgram = i++;GLmethod.deleteRenderbuffer = i++;GLmethod.deleteShader = i++;GLmethod.deleteTexture = i++;GLmethod.depthFunc = i++;GLmethod.depthMask = i++;              //40GLmethod.depthRange = i++;GLmethod.detachShader = i++;GLmethod.disable = i++;GLmethod.disableVertexAttribArray = i++;GLmethod.drawArrays = i++;GLmethod.drawArraysInstancedANGLE = i++;GLmethod.drawElements = i++;GLmethod.drawElementsInstancedANGLE = i++;GLmethod.enable = i++;GLmethod.enableVertexAttribArray = i++;    //50GLmethod.flush = i++;GLmethod.framebufferRenderbuffer = i++;GLmethod.framebufferTexture2D = i++;GLmethod.frontFace = i++;GLmethod.generateMipmap = i++;GLmethod.getActiveAttrib = i++;GLmethod.getActiveUniform = i++;GLmethod.getAttachedShaders = i++;GLmethod.getAttribLocation = i++;GLmethod.getBufferParameter = i++;         //60GLmethod.getContextAttributes = i++;GLmethod.getError = i++;GLmethod.getExtension = i++;GLmethod.getFramebufferAttachmentParameter = i++;GLmethod.getParameter = i++;GLmethod.getProgramInfoLog = i++;GLmethod.getProgramParameter = i++;GLmethod.getRenderbufferParameter = i++;GLmethod.getShaderInfoLog = i++;GLmethod.getShaderParameter = i++;         //70GLmethod.getShaderPrecisionFormat = i++;GLmethod.getShaderSource = i++;GLmethod.getSupportedExtensions = i++;GLmethod.getTexParameter = i++;GLmethod.getUniform = i++;GLmethod.getUniformLocation = i++;GLmethod.getVertexAttrib = i++;GLmethod.getVertexAttribOffset = i++;GLmethod.isBuffer = i++;GLmethod.isContextLost = i++;              //80GLmethod.isEnabled = i++;GLmethod.isFramebuffer = i++;GLmethod.isProgram = i++;GLmethod.isRenderbuffer = i++;GLmethod.isShader = i++;GLmethod.isTexture = i++;GLmethod.lineWidth = i++;GLmethod.linkProgram = i++;GLmethod.pixelStorei = i++;GLmethod.polygonOffset = i++;              //90GLmethod.readPixels = i++;GLmethod.renderbufferStorage = i++;GLmethod.sampleCoverage = i++;GLmethod.scissor = i++;GLmethod.shaderSource = i++;GLmethod.stencilFunc = i++;GLmethod.stencilFuncSeparate = i++;GLmethod.stencilMask = i++;GLmethod.stencilMaskSeparate = i++;GLmethod.stencilOp = i++;                  //100GLmethod.stencilOpSeparate = i++;GLmethod.texImage2D = i++;GLmethod.texParameterf = i++;GLmethod.texParameteri = i++;GLmethod.texSubImage2D = i++;GLmethod.uniform1f = i++;GLmethod.uniform1fv = i++;GLmethod.uniform1i = i++;GLmethod.uniform1iv = i++;GLmethod.uniform2f = i++;                  //110GLmethod.uniform2fv = i++;GLmethod.uniform2i = i++;GLmethod.uniform2iv = i++;GLmethod.uniform3f = i++;GLmethod.uniform3fv = i++;GLmethod.uniform3i = i++;GLmethod.uniform3iv = i++;GLmethod.uniform4f = i++;GLmethod.uniform4fv = i++;GLmethod.uniform4i = i++;                  //120GLmethod.uniform4iv = i++;GLmethod.uniformMatrix2fv = i++;GLmethod.uniformMatrix3fv = i++;GLmethod.uniformMatrix4fv = i++;GLmethod.useProgram = i++;GLmethod.validateProgram = i++;GLmethod.vertexAttrib1f = i++; //newGLmethod.vertexAttrib2f = i++; //newGLmethod.vertexAttrib3f = i++; //newGLmethod.vertexAttrib4f = i++; //new       //130GLmethod.vertexAttrib1fv = i++; //newGLmethod.vertexAttrib2fv = i++; //newGLmethod.vertexAttrib3fv = i++; //newGLmethod.vertexAttrib4fv = i++; //newGLmethod.vertexAttribPointer = i++;GLmethod.viewport = i++;export default GLmethod;
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