let i = 1; const GLmethod = {}; GLmethod.activeTexture = i++; //1 GLmethod.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++; //10 GLmethod.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++; //20 GLmethod.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++; //30 GLmethod.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++; //40 GLmethod.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++; //50 GLmethod.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++; //60 GLmethod.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++; //70 GLmethod.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++; //80 GLmethod.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++; //90 GLmethod.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++; //100 GLmethod.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++; //110 GLmethod.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++; //120 GLmethod.uniform4iv = i++; GLmethod.uniformMatrix2fv = i++; GLmethod.uniformMatrix3fv = i++; GLmethod.uniformMatrix4fv = i++; GLmethod.useProgram = i++; GLmethod.validateProgram = i++; GLmethod.vertexAttrib1f = i++; //new GLmethod.vertexAttrib2f = i++; //new GLmethod.vertexAttrib3f = i++; //new GLmethod.vertexAttrib4f = i++; //new //130 GLmethod.vertexAttrib1fv = i++; //new GLmethod.vertexAttrib2fv = i++; //new GLmethod.vertexAttrib3fv = i++; //new GLmethod.vertexAttrib4fv = i++; //new GLmethod.vertexAttribPointer = i++; GLmethod.viewport = i++; export default GLmethod;