首次完整推送,
V:1.20240808.006
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let i = 1;
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const GLmethod = {};
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GLmethod.activeTexture = i++; //1
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GLmethod.attachShader = i++;
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GLmethod.bindAttribLocation = i++;
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GLmethod.bindBuffer = i++;
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GLmethod.bindFramebuffer = i++;
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GLmethod.bindRenderbuffer = i++;
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GLmethod.bindTexture = i++;
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GLmethod.blendColor = i++;
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GLmethod.blendEquation = i++;
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GLmethod.blendEquationSeparate = i++; //10
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GLmethod.blendFunc = i++;
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GLmethod.blendFuncSeparate = i++;
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GLmethod.bufferData = i++;
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GLmethod.bufferSubData = i++;
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GLmethod.checkFramebufferStatus = i++;
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GLmethod.clear = i++;
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GLmethod.clearColor = i++;
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GLmethod.clearDepth = i++;
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GLmethod.clearStencil = i++;
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GLmethod.colorMask = i++; //20
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GLmethod.compileShader = i++;
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GLmethod.compressedTexImage2D = i++;
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GLmethod.compressedTexSubImage2D = i++;
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GLmethod.copyTexImage2D = i++;
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GLmethod.copyTexSubImage2D = i++;
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GLmethod.createBuffer = i++;
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GLmethod.createFramebuffer = i++;
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GLmethod.createProgram = i++;
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GLmethod.createRenderbuffer = i++;
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GLmethod.createShader = i++; //30
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GLmethod.createTexture = i++;
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GLmethod.cullFace = i++;
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GLmethod.deleteBuffer = i++;
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GLmethod.deleteFramebuffer = i++;
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GLmethod.deleteProgram = i++;
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GLmethod.deleteRenderbuffer = i++;
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GLmethod.deleteShader = i++;
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GLmethod.deleteTexture = i++;
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GLmethod.depthFunc = i++;
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GLmethod.depthMask = i++; //40
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GLmethod.depthRange = i++;
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GLmethod.detachShader = i++;
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GLmethod.disable = i++;
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GLmethod.disableVertexAttribArray = i++;
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GLmethod.drawArrays = i++;
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GLmethod.drawArraysInstancedANGLE = i++;
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GLmethod.drawElements = i++;
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GLmethod.drawElementsInstancedANGLE = i++;
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GLmethod.enable = i++;
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GLmethod.enableVertexAttribArray = i++; //50
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GLmethod.flush = i++;
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GLmethod.framebufferRenderbuffer = i++;
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GLmethod.framebufferTexture2D = i++;
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GLmethod.frontFace = i++;
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GLmethod.generateMipmap = i++;
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GLmethod.getActiveAttrib = i++;
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GLmethod.getActiveUniform = i++;
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GLmethod.getAttachedShaders = i++;
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GLmethod.getAttribLocation = i++;
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GLmethod.getBufferParameter = i++; //60
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GLmethod.getContextAttributes = i++;
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GLmethod.getError = i++;
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GLmethod.getExtension = i++;
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GLmethod.getFramebufferAttachmentParameter = i++;
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GLmethod.getParameter = i++;
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GLmethod.getProgramInfoLog = i++;
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GLmethod.getProgramParameter = i++;
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GLmethod.getRenderbufferParameter = i++;
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GLmethod.getShaderInfoLog = i++;
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GLmethod.getShaderParameter = i++; //70
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GLmethod.getShaderPrecisionFormat = i++;
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GLmethod.getShaderSource = i++;
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GLmethod.getSupportedExtensions = i++;
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GLmethod.getTexParameter = i++;
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GLmethod.getUniform = i++;
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GLmethod.getUniformLocation = i++;
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GLmethod.getVertexAttrib = i++;
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GLmethod.getVertexAttribOffset = i++;
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GLmethod.isBuffer = i++;
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GLmethod.isContextLost = i++; //80
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GLmethod.isEnabled = i++;
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GLmethod.isFramebuffer = i++;
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GLmethod.isProgram = i++;
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GLmethod.isRenderbuffer = i++;
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GLmethod.isShader = i++;
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GLmethod.isTexture = i++;
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GLmethod.lineWidth = i++;
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GLmethod.linkProgram = i++;
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GLmethod.pixelStorei = i++;
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GLmethod.polygonOffset = i++; //90
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GLmethod.readPixels = i++;
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GLmethod.renderbufferStorage = i++;
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GLmethod.sampleCoverage = i++;
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GLmethod.scissor = i++;
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GLmethod.shaderSource = i++;
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GLmethod.stencilFunc = i++;
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GLmethod.stencilFuncSeparate = i++;
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GLmethod.stencilMask = i++;
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GLmethod.stencilMaskSeparate = i++;
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GLmethod.stencilOp = i++; //100
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GLmethod.stencilOpSeparate = i++;
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GLmethod.texImage2D = i++;
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GLmethod.texParameterf = i++;
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GLmethod.texParameteri = i++;
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GLmethod.texSubImage2D = i++;
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GLmethod.uniform1f = i++;
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GLmethod.uniform1fv = i++;
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GLmethod.uniform1i = i++;
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GLmethod.uniform1iv = i++;
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GLmethod.uniform2f = i++; //110
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GLmethod.uniform2fv = i++;
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GLmethod.uniform2i = i++;
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GLmethod.uniform2iv = i++;
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GLmethod.uniform3f = i++;
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GLmethod.uniform3fv = i++;
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GLmethod.uniform3i = i++;
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GLmethod.uniform3iv = i++;
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GLmethod.uniform4f = i++;
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GLmethod.uniform4fv = i++;
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GLmethod.uniform4i = i++; //120
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GLmethod.uniform4iv = i++;
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GLmethod.uniformMatrix2fv = i++;
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GLmethod.uniformMatrix3fv = i++;
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GLmethod.uniformMatrix4fv = i++;
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GLmethod.useProgram = i++;
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GLmethod.validateProgram = i++;
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GLmethod.vertexAttrib1f = i++; //new
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GLmethod.vertexAttrib2f = i++; //new
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GLmethod.vertexAttrib3f = i++; //new
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GLmethod.vertexAttrib4f = i++; //new //130
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GLmethod.vertexAttrib1fv = i++; //new
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GLmethod.vertexAttrib2fv = i++; //new
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GLmethod.vertexAttrib3fv = i++; //new
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GLmethod.vertexAttrib4fv = i++; //new
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GLmethod.vertexAttribPointer = i++;
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GLmethod.viewport = i++;
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export default GLmethod;
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