src/render/RenderWebGL.js
/**
 * creates WebGL render and defines its fields
 *
 * @returns {RenderWebGL}
 */
creates WebGL render and defines its fields
@returns {RenderWebGL}
creates WebGL render and defines its fields @returns { RenderWebGL }
function RenderWebGL() {
    this.gl = null;
    this.currentClearColor = null;
    this.currentAlphaAdditive = null;
    this.textures = null;
    this.temporaryTextures = null;
    this.arrays = null;
    this.lineVerticesArray = new Float32Array(2 * 2);
    this.rectVerticesArray = new Float32Array(2 * 4);
    this.trisVerticesArray = new Float32Array(2 * 3);
    this.imageVerticesArray = new Float32Array(2 * 4);
    this.imageCoordinatesArray = new Float32Array(2 * 4);
    this.polyVerticesArray = new Float32Array(2 * 3);
    this.polyCoordinatesArray = new Float32Array(2 * 3);
    this.clipArray = new Float32Array(2 * 2);
    this.tileVerticesArray = new Float32Array(2 * 6);
    this.tileCoordinatesArray = new Float32Array(2 * 6);
    this.filledTrisArray = new Float32Array(2 * 6);
    this.filledRectColorsArray = new Float32Array(4 * 4);
    this.verticesBuffer = null;
    this.coordinatesBuffer = null;
    this.colorsBuffer = null;
    this.imageCache = null;
    this.layers = null;
    this.isDrawFullLayer = false;
    this.modelView = null;
    this.currentShader = null;
    this.noTextureShader = null;
    this.gradientShader = null;
    this.alphaShader = null;
    this.tintShader = null;
    this.cachingShader = null;
    this.alphaPaddingShader = null;
    this.tintPaddingShader = null;
    this.layerShader = null;
    this.systemCanvas = null;
    this.systemContext = null;
}
function RenderWebGL ( ) { this . gl = null ; this . currentClearColor = null ; this . currentAlphaAdditive = null ; this . textures = null ; this . temporaryTextures = null ; this . arrays = null ; this . lineVerticesArray = new Float32Array ( 2 * 2 ) ; this . rectVerticesArray = new Float32Array ( 2 * 4 ) ; this . trisVerticesArray = new Float32Array ( 2 * 3 ) ; this . imageVerticesArray = new Float32Array ( 2 * 4 ) ; this . imageCoordinatesArray = new Float32Array ( 2 * 4 ) ; this . polyVerticesArray = new Float32Array ( 2 * 3 ) ; this . polyCoordinatesArray = new Float32Array ( 2 * 3 ) ; this . clipArray = new Float32Array ( 2 * 2 ) ; this . tileVerticesArray = new Float32Array ( 2 * 6 ) ; this . tileCoordinatesArray = new Float32Array ( 2 * 6 ) ; this . filledTrisArray = new Float32Array ( 2 * 6 ) ; this . filledRectColorsArray = new Float32Array ( 4 * 4 ) ; this . verticesBuffer = null ; this . coordinatesBuffer = null ; this . colorsBuffer = null ; this . imageCache = null ; this . layers = null ; this . isDrawFullLayer = false ; this . modelView = null ; this . currentShader = null ; this . noTextureShader = null ; this . gradientShader = null ; this . alphaShader = null ; this . tintShader = null ; this . cachingShader = null ; this . alphaPaddingShader = null ; this . tintPaddingShader = null ; this . layerShader = null ; this . systemCanvas = null ; this . systemContext = null ; }
creates WebGL render and defines its fields
 @returns {RenderWebGL}
creates WebGL render and defines its fields @returns { RenderWebGL }
// WebGL context // shader state // textures cache // array buffers (both dynamic and static) // WebGL buffers // image cache // render layers // model-view matrix // shaders // system canvas