mirror of
https://github.com/tengge1/ShadowEditor.git
synced 2026-01-18 15:02:09 +00:00
remove useless render files
This commit is contained in:
parent
f3dfe519b7
commit
fa4fd8cccf
@ -1,22 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The ANGLE_instanced_arrays extension is part of the WebGL API and
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* allows to draw the same object, or groups of similar objects multiple
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* times, if they share the same vertex data, primitive count and type.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/ANGLE_instanced_arrays
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*/
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function ANGLE_instanced_arrays(gl) {
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return gl.getExtension('ANGLE_instanced_arrays');
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}
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export default ANGLE_instanced_arrays;
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@ -1,22 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The EXT_blend_minmax extension is part of the WebGL API and
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* extends blending capabilities by adding two new blend equations:
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* the minimum or maximum color components of the source and destination colors.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/EXT_blend_minmax
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*/
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function EXT_blend_minmax(gl) {
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return gl.getExtension('EXT_blend_minmax');
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}
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export default EXT_blend_minmax;
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@ -1,21 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The EXT_color_buffer_half_float extension is part of the WebGL API and
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* adds the ability to render to 16-bit floating-point color buffers.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/EXT_color_buffer_half_float
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*/
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function EXT_color_buffer_half_float(gl) {
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return gl.getExtension('EXT_color_buffer_half_float');
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}
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export default EXT_color_buffer_half_float;
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@ -1,22 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The EXT_disjoint_timer_query extension is part of the WebGL API and
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* provides a way to measure the duration of a set of GL commands, without
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* stalling the rendering pipeline.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/EXT_disjoint_timer_query
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*/
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function EXT_disjoint_timer_query(gl) {
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return gl.getExtension('EXT_disjoint_timer_query');
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}
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export default EXT_disjoint_timer_query;
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@ -1,22 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The EXT_frag_depth extension is part of the WebGL API and
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* enables to set a depth value of a fragment from within the
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* fragment shader.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth
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*/
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function EXT_frag_depth(gl) {
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return gl.getExtension('EXT_frag_depth');
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}
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export default EXT_frag_depth;
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@ -1,21 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The EXT_sRGB extension is part of the WebGL API and
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* adds sRGB support to textures and framebuffer objects.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/EXT_sRGB
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*/
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function EXT_sRGB(gl) {
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return gl.getExtension('EXT_sRGB');
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}
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export default EXT_sRGB;
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@ -1,22 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The EXT_shader_texture_lod extension is part of the WebGL API and
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* adds additional texture functions to the OpenGL ES Shading Language
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* which provide the shader writer with explicit control of LOD (Level of detail).
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/EXT_shader_texture_lod
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*/
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function EXT_shader_texture_lod(gl) {
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return gl.getExtension('EXT_shader_texture_lod');
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}
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export default EXT_shader_texture_lod;
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@ -1,21 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The EXT_texture_filter_anisotropic extension is part of the WebGL API and
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* exposes two constants for anisotropic filtering (AF).
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/EXT_texture_filter_anisotropic
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*/
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function EXT_texture_filter_anisotropic(gl) {
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return gl.getExtension('EXT_texture_filter_anisotropic');
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}
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export default EXT_texture_filter_anisotropic;
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@ -1,21 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The OES_element_index_uint extension is part of the WebGL API and
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* adds support for gl.UNSIGNED_INT types to WebGLRenderingContext.drawElements().
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/OES_element_index_uint
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*/
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function OES_element_index_uint(gl) {
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return gl.getExtension('OES_element_index_uint');
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}
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export default OES_element_index_uint;
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@ -1,21 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The OES_standard_derivatives extension is part of the WebGL API and
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* adds the GLSL derivative functions dFdx, dFdy, and fwidth.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/OES_standard_derivatives
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*/
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function OES_standard_derivatives(gl) {
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return gl.getExtension('OES_standard_derivatives');
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}
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export default OES_standard_derivatives;
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@ -1,21 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The OES_texture_float extension is part of the WebGL API and
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* exposes floating-point pixel types for textures.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float
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*/
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function OES_texture_float(gl) {
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return gl.getExtension('OES_texture_float');
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}
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export default OES_texture_float;
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@ -1,21 +0,0 @@
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The OES_texture_float_linear extension is part of the WebGL API and
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* allows linear filtering with floating-point pixel types for textures.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float_linear
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*/
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function OES_texture_float_linear(gl) {
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return gl.getExtension('OES_texture_float_linear');
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}
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export default OES_texture_float_linear;
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The OES_texture_half_float extension is part of the WebGL API and
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* adds texture formats with 16- (aka half float) and 32-bit floating-point
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* components.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_half_float
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*/
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function OES_texture_half_float(gl) {
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return gl.getExtension('OES_texture_half_float');
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}
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export default OES_texture_half_float;
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The OES_texture_half_float_linear extension is part of the WebGL API and
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* allows linear filtering with half floating-point pixel types for textures.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_half_float_linear
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*/
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function OES_texture_half_float_linear(gl) {
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return gl.getExtension('OES_texture_half_float_linear');
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}
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export default OES_texture_half_float_linear;
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
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* license that can be found in the LICENSE file.
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The OES_vertex_array_object extension is part of the WebGL API and
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* provides vertex array objects (VAOs) which encapsulate vertex array states.
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* These objects keep pointers to vertex data and provide names for different
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* sets of vertex data.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/OES_vertex_array_object
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*/
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function OES_vertex_array_object(gl) {
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return gl.getExtension('OES_vertex_array_object');
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}
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export default OES_vertex_array_object;
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/*
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* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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*
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* Use of this source code is governed by a MIT-style
|
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* license that can be found in the LICENSE file.
|
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*
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* For more information, please visit: https://github.com/tengge1/ShadowEditor
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
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*/
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/**
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* The WEBGL_color_buffer_float extension is part of the WebGL API and
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* adds the ability to render to 32-bit floating-point color buffers.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_color_buffer_float
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*/
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function WEBGL_color_buffer_float(gl) {
|
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return gl.getExtension('WEBGL_color_buffer_float');
|
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}
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export default WEBGL_color_buffer_float;
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/*
|
||||
* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
|
||||
*
|
||||
* Use of this source code is governed by a MIT-style
|
||||
* license that can be found in the LICENSE file.
|
||||
*
|
||||
* For more information, please visit: https://github.com/tengge1/ShadowEditor
|
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* You can also visit: https://gitee.com/tengge1/ShadowEditor
|
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*/
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/**
|
||||
* The WEBGL_compressed_texture_s3tc extension is part of the WebGL API and
|
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* exposes four S3TC compressed texture formats.
|
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* @param {*} gl WebGL
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* @returns {*} Extension
|
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* @see https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_compressed_texture_s3tc
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||||
*/
|
||||
function WEBGL_compressed_texture_s3tc(gl) {
|
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return gl.getExtension('WEBGL_compressed_texture_s3tc');
|
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}
|
||||
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export default WEBGL_compressed_texture_s3tc;
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/*
|
||||
* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
|
||||
*
|
||||
* Use of this source code is governed by a MIT-style
|
||||
* license that can be found in the LICENSE file.
|
||||
*
|
||||
* For more information, please visit: https://github.com/tengge1/ShadowEditor
|
||||
* You can also visit: https://gitee.com/tengge1/ShadowEditor
|
||||
*/
|
||||
/**
|
||||
* The WEBGL_compressed_texture_s3tc_srgb extension is part of the WebGL API and
|
||||
* exposes four S3TC compressed texture formats for the sRGB colorspace.
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* @param {*} gl WebGL
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* @returns {*} Extension
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* @see https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_compressed_texture_s3tc_srgb
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||||
*/
|
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function WEBGL_compressed_texture_s3tc_srgb(gl) {
|
||||
return gl.getExtension('WEBGL_compressed_texture_s3tc_srgb');
|
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}
|
||||
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export default WEBGL_compressed_texture_s3tc_srgb;
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/*
|
||||
* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
|
||||
*
|
||||
* Use of this source code is governed by a MIT-style
|
||||
* license that can be found in the LICENSE file.
|
||||
*
|
||||
* For more information, please visit: https://github.com/tengge1/ShadowEditor
|
||||
* You can also visit: https://gitee.com/tengge1/ShadowEditor
|
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*/
|
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/**
|
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* The WEBGL_debug_renderer_info extension is part of the WebGL API and
|
||||
* exposes two constants with information about the graphics driver for
|
||||
* debugging purposes.
|
||||
* @param {*} gl WebGL
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||||
* @returns {*} Extension
|
||||
* @see https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_debug_renderer_info
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||||
*/
|
||||
function WEBGL_debug_renderer_info(gl) {
|
||||
return gl.getExtension('WEBGL_debug_renderer_info');
|
||||
}
|
||||
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export default WEBGL_debug_renderer_info;
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@ -1,21 +0,0 @@
|
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/*
|
||||
* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
|
||||
*
|
||||
* Use of this source code is governed by a MIT-style
|
||||
* license that can be found in the LICENSE file.
|
||||
*
|
||||
* For more information, please visit: https://github.com/tengge1/ShadowEditor
|
||||
* You can also visit: https://gitee.com/tengge1/ShadowEditor
|
||||
*/
|
||||
/**
|
||||
* The WEBGL_debug_shaders extension is part of the WebGL API and
|
||||
* exposes a method to debug shaders from privileged contexts.
|
||||
* @param {*} gl WebGL
|
||||
* @returns {*} Extension
|
||||
* @see https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_debug_shaders
|
||||
*/
|
||||
function WEBGL_debug_shaders(gl) {
|
||||
return gl.getExtension('WEBGL_debug_shaders');
|
||||
}
|
||||
|
||||
export default WEBGL_debug_shaders;
|
||||
@ -1,21 +0,0 @@
|
||||
/*
|
||||
* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
|
||||
*
|
||||
* Use of this source code is governed by a MIT-style
|
||||
* license that can be found in the LICENSE file.
|
||||
*
|
||||
* For more information, please visit: https://github.com/tengge1/ShadowEditor
|
||||
* You can also visit: https://gitee.com/tengge1/ShadowEditor
|
||||
*/
|
||||
/**
|
||||
* The WEBGL_depth_texture extension is part of the WebGL API and
|
||||
* defines 2D depth and depth-stencil textures.
|
||||
* @param {*} gl WebGL
|
||||
* @returns {*} Extension
|
||||
* @see https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_depth_texture
|
||||
*/
|
||||
function WEBGL_depth_texture(gl) {
|
||||
return gl.getExtension('WEBGL_depth_texture');
|
||||
}
|
||||
|
||||
export default WEBGL_depth_texture;
|
||||
@ -1,22 +0,0 @@
|
||||
/*
|
||||
* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
|
||||
*
|
||||
* Use of this source code is governed by a MIT-style
|
||||
* license that can be found in the LICENSE file.
|
||||
*
|
||||
* For more information, please visit: https://github.com/tengge1/ShadowEditor
|
||||
* You can also visit: https://gitee.com/tengge1/ShadowEditor
|
||||
*/
|
||||
/**
|
||||
* The WEBGL_draw_buffers extension is part of the WebGL API and
|
||||
* enables a fragment shader to write to several textures, which
|
||||
* is useful for deferred shading, for example.
|
||||
* @param {*} gl WebGL
|
||||
* @returns {*} Extension
|
||||
* @see https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_draw_buffers
|
||||
*/
|
||||
function WEBGL_draw_buffers(gl) {
|
||||
return gl.getExtension('WEBGL_draw_buffers');
|
||||
}
|
||||
|
||||
export default WEBGL_draw_buffers;
|
||||
@ -1,21 +0,0 @@
|
||||
/*
|
||||
* Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
|
||||
*
|
||||
* Use of this source code is governed by a MIT-style
|
||||
* license that can be found in the LICENSE file.
|
||||
*
|
||||
* For more information, please visit: https://github.com/tengge1/ShadowEditor
|
||||
* You can also visit: https://gitee.com/tengge1/ShadowEditor
|
||||
*/
|
||||
/**
|
||||
* The WEBGL_lose_context extension is part of the WebGL API and
|
||||
* exposes functions to simulate losing and restoring a WebGLRenderingContext.
|
||||
* @param {*} gl WebGL
|
||||
* @returns {*} Extension
|
||||
* @see https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context
|
||||
*/
|
||||
function WEBGL_lose_context(gl) {
|
||||
return gl.getExtension('WEBGL_lose_context');
|
||||
}
|
||||
|
||||
export default WEBGL_lose_context;
|
||||
@ -1 +0,0 @@
|
||||
# Neural Network Rendering(神经网络渲染)
|
||||
@ -1 +0,0 @@
|
||||
# Path Tracing(光线追踪)
|
||||
@ -1 +0,0 @@
|
||||
# Voxel Rendering(体素渲染)
|
||||
Loading…
x
Reference in New Issue
Block a user